What does you House Rules document look like?

My house rules are a Word Doc:

Aggressive Attack: attacker gains +2 bonus to all melee attack rolls made during his turn but suffers a -4 penalty to his armor class for one full round.

Surprise Attack: An attacker who catches his opponent by surprise (see DMG p. 23), gains a +2 circumstance bonus to attack rolls and the critical threat range of the attacker’s weapon increases by two

Flanking: An attacker who flanks his opponent gains a +3 circumstance bonus to attack rolls.

Multiple attackers: If two to three attackers engage one opponent in melee, each attacker gains a +1 circumstance bonus to attack rolls. Four or more attacker gain a +2 bonus. This bouns does not stack with flanking bonuses.

Out-of-Turn Dodge: A character about to be attacked may forego taking action for their turn and gain a +4 dodge bonus to AC against all attacks. Your initiative order does not change but when your turn comes up you can take no action (i.e. the dodge was your action). The dodge bonus lasts until next turn after the turn you forfeited in order to dodge. Characters cannot use the Out-of-Turn Dodge option if they are under a condition that denies them a Dexterity bonus to AC (Flatfooted, for instance).

Careful Aim: Attacker gains +2 bonus to any type of ranged attack. To gain this bonus, the attacker must spend one full and uninterrupted round carefully aiming and then must make only one attack (i.e. the carefully aimed shot) on his following turn.

Braced Ranged Weapons: attacker gains a +1 bonus to ranged attacks with carbines, rifles or shotguns if these weapons are braced on top of a solid object, such as a fence or window sill. Bracing a weapon requires a move-equivalent action.

Shooting positions: an attacker shooting a carbine, rifle or shotgun from a kneeling or prone position receives a +1 bonus to ranged attacks. It requires a move-equivalent action to assume a kneeling or prone shooting position.

Note: bonuses for Careful Aim, Braced weapons and shooting positions stack (for instance a combatant taking Careful Aim (+2) from a prone position (+1) with a braced weapon (+1) would gain a +4 bonus to ranged attacks).

Fumble Rules: If a combatant rolls a natural 1 on an attack roll, he has lost a proper grip on his weapon or has badly positioned himself for his next attack. As a result, he suffers a -2 penalty to his next attack. The combatant must also make a Reflex save DC 12 or suffer one of the following randomly determined consequences (roll 1d10):

1-3: Weapon dropped, lands in combatant’s space.
4-5: Weapon dropped, lands 5 ft from combatant, roll 1d8 to determine direction.
6: Weapon dropped, lands 10 ft from combatant, roll 1d8 to determine direction.
7: Self-inflicted wound: Combatant inflicts 1d3 damage upon self. If the weapon
is coated with poison or other harmful substance, he must save vs. its effects.
8-9: Combatant off balance: -2 to AC, Reflex saves and Dex based skills and
-4 to attack rolls for one round (supersedes initial -2 attack penalty).
10: Combatant falls down to prone position.

-Unarmed combatants who fail their Fumble save determine consequences as follows:
Roll 1d10: 1-8: Combatant off balance, 9-10: Combatant falls down.


Critical on Critical Rule: If an attacker rolls critical threat and then rolls a second critical threat, the critical hit inflicts maximum damage. Example: an attacker with Str 14 (+2) wielding a Long sword (critical:19-20 / x2, damage 1d8) rolls a natural 19 (a critical threat) and then again rolls a natural 19 on his critical confirmation roll. The hit automatically does maximum damage (8 + 2 x 2 = 20)
 

log in or register to remove this ad

Nonexistant. I play 3.5 as it is.

Me too currently.

In past campaigns, I've spent more time working on house rules and tweaks than the campaign or actually playing. It just wasn't worth it. More house rules does not equal more fun or a better game. I'm running the Dungeon Adventure Path and it's pretty much back to basics. I have a couple of minor tweaks but it's nothing that needs to be put into an actual document (I'm pretty liberal with the wizard spell writing rules for example).
 

Our FR Campaings House Rules weighs in as a 123 page PDF file and includes; Camapign Basics (rules for character generation etc.. where different than norm), new races, creatures, magic items, feats, spells, prestige classes, classes, equipment, monsters, new rules, changes to existing rules, allowable sourcebooks list, specific excerpts from 3rd party books we use when the whole book isnt allowed, Dragon Magazine articles written up so we dont have to have like 50 issues on hand at the table and so on..

the House rules Tables of Contents looks like this.

GENERAL: 9
Campaign Basics 9
Aiding Another 9

STATISITCS: 9
Campaign Limit for New Characters 9

RACES: 9
Races of Faerun: 9
Mythic Races: 9
The Underdark: 9
Unapproachable East: 9
CHANGELING: 10
DAYWALKER: (FANG & FURY) 11
HALF NYMPH: 12
NELANTHAN MINOTAUR: (DLA, MODIFIED) 13
WARFORGED: (EBERRON) 15
WOODLAND SPRITE: (NEW) 17

CLASSES: 19
Sorcerers 19
Wizards 19

NOBLE: (NEW CLASS) 19

SKILLS: 21

FEATS: 22
GENERAL FEATS 22
Enspell Familiar (Dragon) 22
Extra Familiar (Dragon) 22
Construct Familiar (Dragon) 22
Token Familiar (Dragon) 22
Undead Familiar (Dragon) 22
Planar Familiar (NEW) 22
Danger Sense 22
Kick Them While They’re Down 22
Singing Blade Style 22
Snatch Weapon 23
Dirty Fighting 23
Double Team 23
Dual Strike 23
Improved Dirty Fighting 23
Signature Move (NEW) 23
Staggering Blow 23
Poison Specialisation (Dragon) 23
Master of Arms 23
Item Familiar (Unearthed Arcana) 23
Good Manners (Dragon) 24
Good Neighbour (Dragon) 24
Hometown Advantage (Dragon) 24
Line of Credit (Dragon) 24
God Touched 24
Seer (NEW) 24
Double Weapon Disarm 24
Mighty Are Fallen 24
Shield Snare 24
Improved Shield Snare 25
Noble House (Nobles Handbook) 25
Alternate Identity (Dragon) 25
Noble Bloodline (Nobles Handbook) 25
Exceptional Leadership 25
Unique Spell (Arcana Unearthed) 25
Signature Spell (Arcana Unearthed) 25
Natural Archer (Arcana Unearthed) 25
Natural Swordsman (Arcana Unearthed) 25
Eidetic Memory (Arcana Unearthed) 26
Armour Focus (NEW) 26
Greater Armour Focus (NEW) 26
Armour Specialisation (NEW) 26
Greater Armour Specialisation (NEW) 26
Armoured Sentinel (NEW) 26
Armour Attunement (NEW) 26
Greater Armour Attunement (NEW) 26
Elven Blademastery (NEW) 27
Pinpoint Finesse (NEW) 27
Wealthy (NEW) 27
Divine Favour (NEW) 27
Light Sleeper (NEW) 27
Pressure Points (NEW) 27
Improved Signature Move (NEW) 27
DIVINE FEATS 27
Additional Domain (NEW) 27
METAMAGIC FEATS 27
Taint Spell (NEW) 27
Holy Spell (NEW) 27
BLOODLINE FEATS (for sorcerers only, all from Dragon) 28
Air Bloodline 28
Arcane Kinship 28
Celestial Bloodline 28
Celestial Light 28
Draconic Bloodline 28
Dragon Sight 29
Earth Bloodline 29
Fey Bloodline 29
Fey’s Fate 30
Fiendish Bloodline 30
Fire Bloodline 30
Fire Feet 30
Friend of the Earth 30
Kin Mastery 31
Power in the Blood 31
Voice of Winds 31
Water Bloodline 31
Waterborn 31
FERAL FEATS (Intended for lycanthropes, all from Dragon) 31
Crushing Hug 31
Gore Toss 31
Hamstring Attack 31
Hibernate 31
Moonwarrior 32
Pack Feint 32
Pack Tactics 32
Quick Change 32
Spirit of the Beast 32
Sprinter 32
MONSTER FEATS (not typically for PCs, from Dragon) 32
Spit Venom 32
Strong Coils 32
WARFORGED FEATS 32
Adamantine-Laced body (Eberron) 32
Improved Damage Reduction (Eberron) 33
Improved Fortification (Eberron) 33
Mithral-Laced Body (Eberron) 33
Mithral-Fluidity (Eberron) 33
VAMPIRE FEATS 33
Animal Feeder (Fang & Fury) 33
Conceal Taint (Fang & Fury) 33
Create Darkness (Fang & Fury) 33
Curse Water (Fang & Fury) 33
Devil’s Tongue (Fang & Fury) 33
Drain Joints (Fang & Fury) 33
Empowered Natural Weapon (Fang & Fury) 34
Energy Drain (Fang & Fury) 34
Forgettable (Fang & Fury) 34
Hypnotic Voice (Fang & Fury) 34
Improved Blood Drain (Fang & Fury) 34
Improved Natural Weapon (Fang & Fury) 34
Improved Turn Resistance (Fang & Fury) 34
Infamy (Fang & Fury) 34
Lifemask (Fang & Fury) 34
Selective Feeder (Fang & Fury) 35
Sense Alignment (Fang & Fury) 35
Sense Invisibility (Fang & Fury) 35
Shadowcaster (Fang & Fury) 35
Shadow Servant (Fang & Fury) 35
Spider Climb (Fang & Fury) 35
True Seeing (Fang & Fury) 35
Unnatural Aura (Fang & Fury) 35

PRESTIGE CLASSES: 36
Battlepriest Of Cormyr: 36
Council Mage Of Cormyr: (EXPANDED) 37
Noble Adventurer Of Cormyr: (EXPANDED) 39
Moon Drover Of Cormyr: (EXPANDED) 40
Royal Scout Of Cormyr: (REVISED) 41
Councillor of the Tree’s: (Librum Equitis 4) 43
Elven Knight of Evermeet: (NEW) 45
Agent of the Sad Queen: (NEW) 47
Elven Windrider: (Librum Equitis 4) 49
Ancestral Avenger of the Elven Court: (REVISED) 52
Wild Elf Skinwalker: (Librum Equitis 4) 53
Arms Captain Of The Akh’Velahr: (NEW) 55
Spell Captain Of The Akh’Faer: (NEW) 57
Elven Keeper Of Mysteries: (Librum Equitis 4) 59
Elven Master Archer: (Librum Equitis 4) 60
Elven Sea Captain: (Librum Equitis 4) 62
Elven Smith: (Librum Equitis 4) 63
The Elven Treesinger: (Librum Equitis 4) 66
Evereskan Sentinel: (NEW) 68
Shadovar Emissary: (NEW) 69
Whitehorn of Lurue: (RETHEMED) 71
Tree Friend of Silvanus: (RETHEMED) 72
Unicorn Rider: (NEW) 73
Bard Of Silverymoon: (NEW) 75
Dwarven Forgepriest: (NEW) 77
Genasi Master Of The Four Winds: (NEW) 79
Uthgardt Tribal Hero: (NEW) 82
Orog Warmaker: (NEW) 84
Goblin Wolfrider: (NEW) 85
The Saer’Vahn (Certain Chaos): (NEW) 86
The Risen Fiend: (NEW) 91
Warforged Paragon: (NEW) 93
Aasimar Paragon: (NEW) 93
Changeling Paragon: (NEW) 94
Half Nymph Paragon: (NEW) 95
Daywalker Paragon: (NEW) 96
Minotaur Paragon: (NEW) 96

APPROVED SOURCEBOOKS: 98
UA APPROVED CONTENT: 98
Racial Paragon Classes: 98
Variant Classes: 98
Prestige Classes: 98
Character Flaws: 98
Spell touched Feats: 98
Individualised Summoning Lists: 98

SPELLFIRE RULES: (NEW) 99

INDIVIDUALISED SUMMONING RULES: (UNEARTHED ARCANA) 99

FAMILIAR PATHS: (EA FAMILIARS) 100
The Traditional Path 100
Path of the Assistant 101
Path of the Envoy 102
Path of the Guardian 103
Path of the Gladiator 104
Path of the Infiltrator 105
Path of the Seeker 106

NOBLE HOUSES: (NOBLES HANDBOOK, MODIFIED) 108
Establishment 108
Taking Over 108
Leading a Noble House 108
The Treasury & Material Aid 108
Taking Care of Followers 108
Determining Noble House Members 108
House Strength Rating 110
Increasing Strength Rating 110
Raising House Strength 110
Decreasing House Strength 111
House Strength Effects Table 111
Noble House Effects 111
Family Ties 111
Influence 111
Adversary 111
Skill Focus 111
Manor 111
Gossip Network 112
Seneschal 112
Land 112
In the Know 112
Bonus Feat 112
Estate 112
Political Favours 112

NEW SPELLS: 113
Blood Burst (Fang & Fury) 113
Blood Messenger (Fang & Fury) 113
Repair Critical Damage 113
Repair Critical Damage, Mass 113
Repair Light Damage 113
Repair Light Damage, Mass 113
Repair Minor Damage 113
Repair Moderate Damage 113
Repair Moderate Damage, Mass 113
Repair Serious Damage 113
Repair Serious Damage, Mass 114

NEW MONSTERS: 115
Elder Serpent (Dragon) 115
Creator Race (Dragon) 116
Vampire Scion: (Fang & Fury) 117
Blood Puppet: (Fang & Fury) 118
Moon-horse (REVISED for 3.5) 119

NEW MAGIC ITEMS: 121
Wizard’s Staff (NEW) 121
Scabbard of Enchanting (NEW) 121
Ever Glowing Stone (NEW) 121

NEW MATERIAL 121
Silverwood (NEW) 121
 

I have a Player's Guide document that I send to people, but its more clarification of the application of core rules than house rules - the flavor bits specific to my campaign, gods, etc. Some things include a few rules changes, like the King's Fusiliers (a variant of Fighter) having Exotic Weapon Proficiency: Firearms instead of Heavy Armor and shield proficiencies.

I only have a half-dozen or so house rules:
-Feats, spells, prestige classes, etc from other sources will be allowed on a case-by-case basis. Feel free to bring them up to me!

-We’ll be using the Arcana Unearthed Death’s Door rules:
Dead at 0 – (your CON score). So if you have a CON of 18, you could remain conscious up to -4 hitpoints (as opposed to falling unconscious at -1 HP), and you would die at -18 hit points (as opposed to dying at -10 HP).

We’ll be using the following Fumble check rule:
If you roll a natural 1, you have to make a fumble check. The Fumble Check is an attack roll (at the PC's current attack bonus) vs. DC 15. A natural 1 on the Fumble Check is always a Fumble.

On a failed fumble check, roll d6.
1-3: Drop Weapon
4: Provoke an AoO (if threatened)
5: Roll damage against yourself (weapon dmg only/2)
6: Roll damage against your own weapon, using your full weapon damage plus modifiers, as if making a sunder attempt.
We’ll also be using the Iron Kingdoms firearms rules, with some minor modifications (which can be gotten from their website).
 

there are house rules and there are house rules

I have only one page of "house rules" (altered power attack and death's door, that kind of stuff). But I also have this stuff here--over 140 pages in pdf form--but that is just for "flavour"
 

Well, that sort of depends on what you mean. The actual document is a 203p book, but that has a lot more than houserules--it's also a primer on the setting, and summary of some existing rules. It breaks down as follows:
  • 35pp of setting info, ripped almost straight from Al Qadim and Land of Fate, with some tweaks here and there to fit my vision (and accommodate a different selection of races), and including a basic map. Also talks about the gods worshipped in Zakhara.
  • a dozen pages of name lists
  • 16pp of suggestions on character roles--i.e., the archetypes appropriate to the setting, and suggestions on races/classes/feats/skills to best match those archetypes
that's the pure-setting material, and i wouldn't call any of it houserules (or even rules, really). Then we get to actual rules:
  • 25pp of new flavors of champion, totem warrior, and witch. Definitely "houserules", though most of the champions and witches were swiped from other people's work online. Plus a few pages exploring common archetypes for each class.
  • 10pp of new feats. About a quarter of these are from Ultimate Feats, a quarter are from Net Book of Feats, a quarter are from Dynasties & Demagogues, and a quarter are my own invention (with a smattering of others amongst those three).
  • 6pp of new racial transformations. Except for gnolls (fan material), all my own.
  • 3pp of clothing and weapon/armor templates. I completely redid the templates for weapons and armor, systematizing those for armor, tweaking the costs, and introducing a bunch of new options.
  • 3pp of new spells--though they're just collected from Monte's website
  • Calling on Fate. Except for the new magic item creation feats, this is really the first houserules in the book--on p119. [new class options, new feats, new racial transformations, new weapon templates, and new spells are really just new widgets for existing rules.]
  • summary of the relevant environmental rules for deserts from the D20SRD
  • 4pp to summarize the rules used (i.e., which books are being used, and any bits of those that aren't being used), provide the definitions of all conditions, and throw in a couple of little houserules (see below)
  • a few pages to reproduce the errata and FAQ for Arcana Unearthed
That concludes most of the rules, and there are only a couple real houserules in there--just lots of new widgets. The next section has some genuinely alternate rules:
  • Alternate Dice Mechanics: presenting mid20 and TiCTaC as alternatives to the d20. [We settled on TicTaC, which rolls fumble/failure/success/critical all into one roll.]
  • Alternate Weapon Rules: my own expansion of the system DanMcS came up with for making weapons more a flavor element, and skill more significant in how deadly a warrior is. [We're using these rules.]
  • Alternate Experience Point Rules: summary of the system developed by Speaks With Stone, Rel, and BardStephenFox, and a couple different styles of tracking forms. [We're not using these.]
  • Contacts: slightly-tweaked version of the system found in Unearthed Arcana. [We're using these.]
So, again, it depends on what constitutes a "houserule"--does something from Unearthed Arcana? Finally, the last section consists of just some lists/summaries to make people's lives easier and collect and/or precalculate info.
  • combined feats chart, listing all the feats in this book and AU.
  • combined spell list. (AU, Mystic Secrets, Grimoire II, and this work.)
  • conjured creature stat blocks for all the spells/runes that conjure creatures
  • common animals. This comes in at over 25pp, and just presents standard monster entries for most of the animals that i presume anyone who grew up in this environment would be at least passingly familiar with. So, it's basically just the Animals and Vermin sections of the D20SRD ripped out, trimmed down, and reorganized--except that i had to invent the stats for about half of them, and correct the stats for half of those i didn't invent. The D20SRD animal stats are horrible, from a verisimillitude standpoint. Most noticably, their size ratings, especially on the small end, are pretty questionable, and almost every critter is faster than the stats indicate, usually by a factor of 2x or 3x. And i discovered that there are basically no herbivores other than domestic ones (horse, donkey, elephant), which is really bizarre, and led to a lot o work in that department.

Oh, as to actual houserules i've implemented that can be easily summarized:
  • you get a minimum of half-die hps at each level--so if your HD is a d8, you get what you roll or 4, whichever is higher, etc..
  • actions are re-defined along the lines of Spycraft: half or full, none of this move-equivalent/standard distinction. Yes, it means that low-level chars can now get two attacks in a round if they do nothing else. So what? Everybody can do it, so it balances out just fine. And now there's a reason not to move at low levels--and you get to do something else during your round if you can't do anything but hack. You can still only cast one spell per round, generally speaking.
  • animals have a species Truename, rather than individual names like sentients do. Vermin don't have Truenames.
  • you get the bonus against a flanked opponent even if you're not one of the people creating the flanking situation
  • out-of-turn dodge, so you can get an immediate AC bonus in return for giving up an action on your next turn
  • Protection from Elements and Protection from Energy apply to all types at once, rather than picking an element/energy type.
  • social uses for Appraise and research uses for Gather Information, taken straight for Dynasties & Demagogues
  • TiCTaC: roll 3d20 instead of 1d20. If zero succeed, it's a fumble; if 1 succeeds, it's a failure; if 2 succeed, it's a success; if all 3 succeed, it's a crit.
  • oh, we're using the D&D3E XP chart, rather than the AU one
  • the alternate weapon rules, which can't be easily summarized, and tie into the expanded weapon/armor templates
  • Does "we're using The Book of Distinctions and Drawbacks and Artificer's Handbook" count as houserules? Or is that just a matter of book selection?

That's about it. In large part because AU, Artificer's Handbook, and Book of Distinctions did the work for me, it's not all that many houserules--at least compared to when i ran AD&D2, or what it'd take for me to run D&D3E [without those books]. And most of the new widgets are setting-specific (totem warriors for animals common to the Arabian peninsula, rather than Northern Europe, frex). But the "houserules document" is pretty massive, because of all the other stuff in it.
 

A year ago, I would have said somewhere between 10-20 pages.

Today, however, I can gladly say 'just about one page, not including setting-specifics like races,' all thanks to Grim Tales.

That said, I kind of liked my 'heavy use of UA' setup...
I was usiing wounds/vitality, armor-as-DR, Generic Classes, and a heavily trimmed spell list.

However, I still prefer GT. It basically did everything I was trying to do, but simpler.

For the two actual D&D games I run, I simply use RAW with a heavy dose of 'How I See It,' so I have sorcerers riding Tenser's Floating Disk, and all sorts of other little things like that.
 

MIne is a pretty simple 1 page

Dungeons and Dragons House Rules



1. Dying and Death: A character is considered to be dying if his hit points are in the range of -1 to – (constitution -1). A character is considered dead when his hit points are equal to –constitution.

2. Background skills: At character creation a player may choose 3 skills that should be related to the characters life before becoming an adventurer. These three skills are always considered to be class skills for that character regardless of what class the character pursues at each level. (Note: Warforged do not gain this benefit)

3. Perception: A characters perception score is equal to the average (round down) of that characters spot and listen skills. This could also be called Notice. This doesn’t come into play often, but when it does it is nice to know.

4. Stealth: A characters stealth score is equal to the average (round down) of that characters move silently and hide skills. This doesn’t come into play often, but when it does it is nice to know.

5. Leveling up: Characters may only level up between adventures/stories or during extended periods of downtime during a story or adventure. Some specific campaigns may not allow this, but it will be the general rule.

6. Skill Levels: The rank limit of both Class and Cross-Class will be level+3. There is no reason to penalize cross class skills twice.

7. Action Surge: All characters will receive the action surge feat as a bonus feat at level one.

8. Additional Action Point Uses

    • An Action Point may be spent to add a d6 to your armor class for one enemy attack.
9. Eschew Components: Sorcerers and Bards receive the Eschew Components feat for free at first level. This feat can only be applied to spells being cast as a Sorcerer or Bard.

10. Additional Wizard Skill Points: Wizards receive an additional number of skill points per level equal to their intelligence bonus. These skill points may only be spent on knowledge skills and are still subject to the normal maximum limits.

 

Remove ads

Top