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General Tabletop Discussion
*Dungeons & Dragons
What are your favorite/non-favorite house rules?
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<blockquote data-quote="billd91" data-source="post: 7860122" data-attributes="member: 3400"><p>One of my favorite house rules has been rolling twice for hit points and taking the better roll. It still leads to a random distribution but skews the expected value a bit higher.</p><p></p><p>Least favorite - just about anything that overly complicates a game element or hoses its playability based on a DM's specialized knowledge. Example: the netbook of Non-weapon proficiencies obviously included contributions by someone who knew something about medieval heraldry but little about playability because it included a set of heraldry proficiencies that a charactier had to have to be able to identify and make heraldric devices. I think. all told, upwards of 5-6 proficiences may have been involved - clearly bogging down a system meant to be a lot lighter. because they couldn't handle abstracting away the minutiae they knew for playability's sake.</p><p>A similar thing happened in a game I played in - the bard had been adjusted so that he had to not just spend a standard action to start singing to inspire courage, it took a standard action (not a free action) to maintain. This was based on his background and skill as a singer and knowing how difficult it was to do even though it really screwed the playability of the bard.</p></blockquote><p></p>
[QUOTE="billd91, post: 7860122, member: 3400"] One of my favorite house rules has been rolling twice for hit points and taking the better roll. It still leads to a random distribution but skews the expected value a bit higher. Least favorite - just about anything that overly complicates a game element or hoses its playability based on a DM's specialized knowledge. Example: the netbook of Non-weapon proficiencies obviously included contributions by someone who knew something about medieval heraldry but little about playability because it included a set of heraldry proficiencies that a charactier had to have to be able to identify and make heraldric devices. I think. all told, upwards of 5-6 proficiences may have been involved - clearly bogging down a system meant to be a lot lighter. because they couldn't handle abstracting away the minutiae they knew for playability's sake. A similar thing happened in a game I played in - the bard had been adjusted so that he had to not just spend a standard action to start singing to inspire courage, it took a standard action (not a free action) to maintain. This was based on his background and skill as a singer and knowing how difficult it was to do even though it really screwed the playability of the bard. [/QUOTE]
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What are your favorite/non-favorite house rules?
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