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What are your Pathfinder houserules?
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<blockquote data-quote="billd91" data-source="post: 5857748" data-attributes="member: 3400"><p>I use a few house rules in Pathfinder.</p><p></p><p>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).</p><p></p><p>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).</p><p></p><p>3) We use the critical hit deck from Paizo. PCs draw from it as do important NPCs. Other NPCs use regular crit rules.</p><p></p><p>4) We use action points from Unearthed Arcana.</p><p></p><p>5) I don't give out XPs, I just tell them when to level up.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>8) We roll their hit points together - they roll and I roll. They take the better of the two rolls for their PCs.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="billd91, post: 5857748, member: 3400"] 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. [/QUOTE]
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