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*Pathfinder & Starfinder
What are your Pathfinder houserules?
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<blockquote data-quote="1Mac" data-source="post: 5854875" data-attributes="member: 48998"><p>My Pathfinder houserules have pretty much crossed the point where it's a new game system. But here are some basic rules I like:</p><p></p><p>Exploding criticals: Roll a natural 20, then roll another d20 and add the result. Roll a natural 1, then roll another d20 and subtract the result. Whether you roll a 20 or not, if your result is twice the DC (or AC) you need, you get a critical success, which for attacks includes critical hit damage. If you get half the DC (or AC) you need, it's a critical failure and may include fumbles and the like. It renders mooks more mookable while also getting rid of the strangeness of auto-hitting 5% of the time.</p><p></p><p>PCs roll everything: Including AC and casting DCs, which are modifiers only and not "10 +". Opposed checks vs. NPCs are always 10 + NPC's modifier (like how AC and casting DCs are RAW), tie goes to the NPC. Makes GMing easier, encourages attention from players, and works better with the exploding critical rule than RAW.</p><p></p><p>Limited iterative attacks: You only ever get two. At BAB +6, you can make two attacks as a full-round action, equal to your BAB -2. At BAB +11 this penalty become -1. At BAB +16 it becomes -0. You get about as many successful attacks each round, with less wonkiness. You'd have to adjust or eliminate Vital Strike to make it work.</p><p></p><p>Edit for one more: I'm considering having Combat Maneuvers provoke AoO only after a failed attempt and getting rid of all the "Improved" combat maneuver feats. The "Greater" feats would still exist and obviously wouldn't need the "Improved" feats as a prerequisite. I'm thinking that they'd also get rid of the +2 bonus in favor of never provoking AoO, even on a failed attempt. Boo boring bonuses, yay enhanced tactical options!</p></blockquote><p></p>
[QUOTE="1Mac, post: 5854875, member: 48998"] My Pathfinder houserules have pretty much crossed the point where it's a new game system. But here are some basic rules I like: Exploding criticals: Roll a natural 20, then roll another d20 and add the result. Roll a natural 1, then roll another d20 and subtract the result. Whether you roll a 20 or not, if your result is twice the DC (or AC) you need, you get a critical success, which for attacks includes critical hit damage. If you get half the DC (or AC) you need, it's a critical failure and may include fumbles and the like. It renders mooks more mookable while also getting rid of the strangeness of auto-hitting 5% of the time. PCs roll everything: Including AC and casting DCs, which are modifiers only and not "10 +". Opposed checks vs. NPCs are always 10 + NPC's modifier (like how AC and casting DCs are RAW), tie goes to the NPC. Makes GMing easier, encourages attention from players, and works better with the exploding critical rule than RAW. Limited iterative attacks: You only ever get two. At BAB +6, you can make two attacks as a full-round action, equal to your BAB -2. At BAB +11 this penalty become -1. At BAB +16 it becomes -0. You get about as many successful attacks each round, with less wonkiness. You'd have to adjust or eliminate Vital Strike to make it work. Edit for one more: I'm considering having Combat Maneuvers provoke AoO only after a failed attempt and getting rid of all the "Improved" combat maneuver feats. The "Greater" feats would still exist and obviously wouldn't need the "Improved" feats as a prerequisite. I'm thinking that they'd also get rid of the +2 bonus in favor of never provoking AoO, even on a failed attempt. Boo boring bonuses, yay enhanced tactical options! [/QUOTE]
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