Pathfinder 1E What are your Pathfinder houserules?

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.
Isn't this core? Does Pathfinder not have delayed actions?

Though I suppose if the PCs could go at any order in any round, that's a bit different than how delayed actions work.
 

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Isn't this core? Does Pathfinder not have delayed actions?

Though I suppose if the PCs could go at any order in any round, that's a bit different than how delayed actions work.

Technically, it's not really far different, but without the formality of actually delaying
 

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).

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.

I read your post this morning and as for #7 I like it but I'm sure I'd use a slightly modified version for myself.

Now, why I decided to post this afternoon was, I've been thinking about your #1 all day, how does that work?!
How do you price that? I like it but it makes my brain hurt, in a good way. Would you be able to apply your theory to the issue I (and others) have been having here. -If you have please direct me :P

Also, as I hate just replying off topic. I'll add another houserules that I remembered due to other conversations here on the board.

Um..
If you have "trapsense" (or is it trapfinding) basically I tell the player when to roll, for when it would occur to his character that a trap would be here. Success on the roll indicates that they spot the trap. Failure indicates they don't (and in character do not know I suggested). It has helped immensely as it keeps rogues and alike from searching for traps every 5 feet (or 10 or w/e it is) while they travel. It greatly decreases the time needed, it allows me to put traps in where I want instead of having to conform to the player's expectations AND it feels much more in step with how the feel of trapSENSE should be (to me).
 

Forgot one - our GM allows us to reroll odd numbers on the HP roll when we level up. This eliminates 1s on the roll, and skews the averages up quite a bit, but you still have a chance for a low roll.
 

Speaking of HP, I play in a game where HP at level up is 1/2 the dice + rolling the other half. So for instance, a d8 PC would get 4+1d4 HP, plus Con, etc. I like the method because it maintains a level of randomness whilst keeping the power levels reliable and preventing anyone from feeling like they're getting screwed.
 

Also, dirty trick only lasts for 1 round + 1 round per 5 you win by, so why do yours last indefinitely until removed? Bah, nevermind. Fumble bad! Fumble rules very bad! Must smite with fire!

We used a roll that when you roll a nat 1, you miss. But you must then make a DC 10 Dex check to see if you drop your weapon or not (if melee) or some other effect (bow string breaks, crossbow trigger breaks, etc).
 



We used a roll that when you roll a nat 1, you miss. But you must then make a DC 10 Dex check to see if you drop your weapon or not (if melee) or some other effect (bow string breaks, crossbow trigger breaks, etc).

Cause weapon being completely inoperable until you can fix it is totally on par with dropping it.

One of my earliest 3E play experiences, the DM used crit fumble rules where my archer's bow string broke if he fumbled. I marveled at how a moderate sized archer squad was pretty much guaranteed to snap a string each volley they fired...just like in real life! Wasn't terribly familiar with the rules at that point and didn't even know fumble was a (bad) houserule, but I was still quite capable of sniffing out bs.
 

Now, why I decided to post this afternoon was, I've been thinking about your #1 all day, how does that work?!
How do you price that? I like it but it makes my brain hurt, in a good way. Would you be able to apply your theory to the issue I (and others) have been having here. -If you have please direct me :P

Basically, the price of the bonus (deflection, natural armor, or resistance) gets added to the cost of the ring. The idea behind this came from an attempt to reduce the incentive to ditch more expensive, occasionally useful items in favor of simple bonuses like rings of protection, cloaks of resistance, and amulets of natural armor (3 of the Big 6). If each item in those slots always had at least a +1 bonus, they wouldn't feel the impulse to go with just the bonus because they wouldn't be giving up the opportunity to have a resistance bonus to saves in order to have a bonus to Stealth with an elven cloak. They'd be able to get both.

As far as the other thread, I haven't gotten involved in it because I've never really had a problem with thinking +1 weapons were pretty cool to get and have as a PC. And I think PF makes a lot of right moves in handling basic + weapons. If the target has DR #/magic, +1 is sufficient. Pluses 3 and above help overcome a variety of other DRs. I really like that. I think it's a great way to make those higher pluses valuable again without having to resort to DR #/+3 and so on that 3.0 had (and I never liked much back from AD&D days).

Is there a particular question about that other thread you have for me? The question you gave me, given the different ideas percolating around the thread, is pretty vague.
 

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