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*Pathfinder & Starfinder
What are your Pathfinder houserules?
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<blockquote data-quote="Dragonblade" data-source="post: 6071118" data-attributes="member: 2804"><p>My PF house rules, though I'm currently running 4e and not PF. I ran the entire Rise of the Runelords AP with these rules to great success and my players loved it. Player power doesn't intimidate me as a DM, so these rules might be too much for some people's games.</p><p></p><p>-You start with 14 in every stat. You may adjust up or down on a 1 for 1 basis. Nothing lower than 10 or higher than 18 before other bonuses are applied. If you want three 18's knock yourself out.</p><p></p><p>-We use the gestalt rules. Pick two classes and combine them, gaining all abilities from both classes at every level, choosing the best option from either class when features overlap like BAB, or HP. You can also pick a template like half-dragon and use its level adjustment to sub as levels for one of your classes, level 1 in that other class would then be deferred until after you rose to the appropriate character level.</p><p></p><p>-No multi-classing otherwise allowed. Gestalt is more than enough to meet that need.</p><p></p><p>-Official PF classes only (from any Paizo book), though Tome of Battle classes and maneuvers are allowed and encouraged. I also may give these to my monsters at my discretion as feats per the ToB rules.</p><p></p><p>-For level 1, combine your max HP from both classes. Otherwise, when leveling up, pick your higher HD, take max and divide by 2. No rolling for HP.</p><p></p><p>-No alignment based magic is allowed. No scrying magic is allowed. Monsters have max HP.</p><p></p><p>-Be aware there will be no fudging of monster rolls or abilities. Players are expected to be tough enough and smart enough to survive. If a monster seemed underpowered to me, I would throw on some fighter levels. For spellcaster monsters, I had pre-built spell lists and pre-calculated stat blocks for the buffs in those lists that I often substituted for the underwhelming choices frequently made by Paizo's designers.</p><p></p><p>-No crit confirmation rolls on natural 20's. A natural 20 is always a crit.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 6071118, member: 2804"] My PF house rules, though I'm currently running 4e and not PF. I ran the entire Rise of the Runelords AP with these rules to great success and my players loved it. Player power doesn't intimidate me as a DM, so these rules might be too much for some people's games. -You start with 14 in every stat. You may adjust up or down on a 1 for 1 basis. Nothing lower than 10 or higher than 18 before other bonuses are applied. If you want three 18's knock yourself out. -We use the gestalt rules. Pick two classes and combine them, gaining all abilities from both classes at every level, choosing the best option from either class when features overlap like BAB, or HP. You can also pick a template like half-dragon and use its level adjustment to sub as levels for one of your classes, level 1 in that other class would then be deferred until after you rose to the appropriate character level. -No multi-classing otherwise allowed. Gestalt is more than enough to meet that need. -Official PF classes only (from any Paizo book), though Tome of Battle classes and maneuvers are allowed and encouraged. I also may give these to my monsters at my discretion as feats per the ToB rules. -For level 1, combine your max HP from both classes. Otherwise, when leveling up, pick your higher HD, take max and divide by 2. No rolling for HP. -No alignment based magic is allowed. No scrying magic is allowed. Monsters have max HP. -Be aware there will be no fudging of monster rolls or abilities. Players are expected to be tough enough and smart enough to survive. If a monster seemed underpowered to me, I would throw on some fighter levels. For spellcaster monsters, I had pre-built spell lists and pre-calculated stat blocks for the buffs in those lists that I often substituted for the underwhelming choices frequently made by Paizo's designers. -No crit confirmation rolls on natural 20's. A natural 20 is always a crit. [/QUOTE]
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