What house rules do you use in your games?

Wow, so much for me to consider. Thanks to everyone who posted. We are focusing on playing Iron Kingdoms. Anyone who's played it or at least read it is more than welcome to throw some campaign specific rules my way. I have already read the book but intend to increase undead.
 

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Too many changes to fairly list, but my main ones are:

Paladins are the Holy Warriors for their God and are of their God's alignment (whatever it is).
In my world, ALL gods can have Holy Warriors, but the Chaotic ones aren't likely to have them for very long - I reckon it takes an amount of "Lawfulness" to toe the line successfully.
Therefore, though most Paladins are LG, there are plenty of LE ones, a few NG and NE ones and an odd CG/CE one. N means not having an outlook on life so isn't a valid choice.

There are several sub-species of Elves, with species-specific problems, for example:
Sea Elves can breathe underwater but suffer from dehydration in warm, dry environments.
Fire Elves (from the desert) are very hardy but suffer from the cold (DEX goes down with the temperature and 0 DEX is dead).

Gnomes have no special ability with Illusion. Always hated that.
 

We use lots of house rules...
- Tweaked races and classes (e.g. sorcerer casts his spells at will but with a caster level check against a DC of 10 plus spell level times 2, all caster cast spontanous)
- lots of house feats
- any feat that just gives a bonus to something can be taken more than once, but only once every 6 levels (so four times at most at 1st, 7th, 13th and 19th).
- cross-class skills cost only 1 skillpoint, max cc-ranks is character level plus 1
- own table for magic item pricing (including cost for specials like items only useable by elves)

Greetings
Firzair
 

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