Pathfinder 1E What are your Pathfinder houserules?

I think people are underrating the effect of automatic crit confirmation, it's a fair part of the Fighter captstone ability for a reason...

I'd also say that doing away with opportunity attacks makes it tougher to defend the squishies because the opposition can run straight past the melee classes to attack them.

As I run BB E5 I'm not worried about capstone abilities. The latter is a feature not a bug IMO, I want to see the squishies worry more - why should the Fighter take all the pain? And nobody in PF is all that squishy anyway.

Re Trip - well Trip is massively overpowered in 3e/PF in my opinion; the wolves still get +2 to hit a prone opponent AIR and that seems plenty to me.
 

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I find removing AoO have some odd effects, unless I am doing something wrong. For example, wolves with the trip ability. That trip ability is near worthless. They trip a combatant, now the combatant can stand from prone with no penalty. Now some of the penalties for being prone could come into play with multiple attackers, but for the most part being able to stand from prone without generating an AoO seemed to deflate the trip ability quite a bit..

Definitely a feature not a bug, for me.
 

We don't have many but we do use this:

Spring up from prone: Standing up is a move action that provokes. To attempt to spring up, acrobatics may be used vs opponents CMD. Success = does not provoke; failure, it provokes.
 

Definitely a feature not a bug, for me.

Yeah - that's cool. I know from other posts that you do not like AoO's which is different than how I feel about them. So it only makes sense that we differ a bit on the effectiveness of removing them.

I just know when I ran a combat with some wolves it felt really weird and like the wolves had been significantly handicapped.
 


I love the idea about getting rid of confirming critical hits and exploding critical attack rolls, but instead of rolling a d20 again, I'd just roll a d10 and add the damage. If a 10 is rolled, roll again and add the damage, and so on. This would make a critical attack with a dagger as deadly as a crit attack with a longsword. I like that.

I'd also consider taking away attacks of opportunity, but maybe add a feat that monsters or PCs could take that would give them the ability to make an attack of opportunity against a moving opponent. If it is an exception rather than the rule, perhaps combats will move faster. I'm all for faster combats.

By getting rid of Critical Hit confirmation you make a feat useless on top of having to choose it anyway because it's a prereq for other feats and you take away on of the fighter's class features of auto crit.
 

I use a few house rules in Pathfinder.

1) All rings have at least a +1 deflection bonus, all neck items have at least a +1 natural armor bonus, all cloaks have at least a +1 resistance bonus. These items enchant a bit like weapons and armor. To have an advanced enchantment it must be at least +1 first. It may be more. So now PCs have a +2 ring of invisibility or a +1 ring of wizardry (I).

2) Brass knuckles do monk unarmed damage and enable the monk's damage to be given other weapon-based enchantments (the monk in our Sunday Council of Thieves game has holy brass knuckles).

3) We use the critical hit deck from Paizo. PCs draw from it as do important NPCs. Other NPCs use regular crit rules.

4) We use action points from Unearthed Arcana.

5) I don't give out XPs, I just tell them when to level up.

6) Opposed roles are handled with as if the NPCs were always taking 10. That way the player has to roll but I don't, the target DC is already set.

7) All PCs who beat the NPCs' initiative (or who are grouped together between different NPC initiative groups) may act in any order they choose. So if Elora and Drago both beat the Dark Stalker's initiative, they can go in any order they choose. If Deklin and Pai both group together between the Dark Stalker and the Shadow Mastiffs, they can go in any order. Initiative becomes less a question of exact results so much as simply beating the opponents' initiative scores.

8) We roll their hit points together - they roll and I roll. They take the better of the two rolls for their PCs.

9) The big one I'm experimenting with now: If the PCs get a 5 minute rest, half the hit point damage taken since the last rest is recovered.
 


Since XP isn't really nessecary in Pathfinder we don't keep track of it. The party levels when I say they do. Usually every two to three completed scenarios.

Under 3.5 we ditched the crit confirmation roll except on opponents that were larger in size category than you. I had wanted to ditch the whole crit confirm roll anyway but under PF there are so many feats based on it that my players asked that we use the crit confirm roll for all potential crits.
 


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