Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What house rules do you use in your games?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 1961817" data-attributes="member: 20323"><p><strong>my house rules...</strong></p><p></p><p>-Woodelf's alternate combat proficiency rules (on this forum)</p><p></p><p>-NO hit points, Damage monitor instead (a la Blue Rose from Green Ronin)</p><p></p><p>-Backgrounds (like those in Black Company, also GR). </p><p></p><p>-Feat lists as a guideline, not a hard set rule. Starting PCs usually can only select from lists of feats connected to their class, region (a la Forgotten Realms), race, or background. There are several "trained only" feats in the game.</p><p></p><p>-Customized base races, each with its own feat list.</p><p></p><p>-No NPC classes. Instead, villagers are treated as 0th level and have access to 1-2 backgrounds.</p><p></p><p>-Rules for teaching and learning (A character can't advance more than 2 levels without seeking out some form of training or mentor). These rules also describe eligible teachers, allowing PCs to teach each other or their apprentices.</p><p></p><p>-Descriptors. At 1st level, each character can choose 1-3 descriptors (depending on the clarity & depth of the background) to define their character concept more clearly. Whenever a character is in a situation which relates to the descriptor, they may roll two d20 instead of one, and take the higher roll. They also gain a +1 bonus whenever taking 10, and a +2 bonus whenever taking 20. For example, a PC might have the descriptor "cunning mastermind." Whenever the PC plans out an action in great detail with lots of twists and turns, the PC gains the above benefits. Usually no two PCs have the same descriptors.</p><p></p><p>-NO pre-set class skills. Instead, each PC chooses 8 skills at first level. Rogues generally get more through several options they have at first level IMC. These skills are considered "class skills." All other skills are considered cross-class skills, however, at 5th, 10th, 15th, and 20th levels a character may change one cross-class skill into a class skill, representing their exposure to the world.</p><p></p><p>-Revised skill system. Awareness replaces Spot, Search, and Listen. Stealth replaces Move Silently and Hide. Speak Language is actually a Cultural knowledge skill and worthwhile to take. Many new skills too, e.g. Navigation, Dowsing, Dreamspeak. A player may opt for "undefined" skills which are instead encapsulated by the character concept. So a rogue who grew up on the streets as a pickpocket is assumed to have maximum skill ranks in appropriate skills (Stealth, Sleight of Hand, Local Knowledge, etc) for their level. This more tightly binds the character to a concept, but is less paperwork and makes for some interesting player-gm discussions! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>-Contacts are worked into the skill system</p><p></p><p>-BAB is mediated by a skill, not linked to level. Every 2 ranks in the Combat skill grants you a +1 bonus to attack. Combat is modified by Str or Dex, depending.</p><p></p><p>-Specialization allowed in sub-skills</p><p></p><p>-Use "Critical threat" range for skills (from Spycraft)</p><p></p><p>-GREATLY modified base classes (power-list-now-choose format), also I am working on guidelines for classless characters. </p><p></p><p>-NO alignment. Instead, we have alleigance rules (D20 modern), reputation rules, and "mission statements." Each character has a 3-5 sentence writeup about their moral codes, sacred cows, uncrossable lines, etc. Usually this revolves around some personal goal or ideal, such as a freed slave wishing to free other slaves.</p><p></p><p>-Homebrew magic system 50% done. Some PCs still use traditional spell system, but I have greatly altered the list, requiring all PCs to become specialists of a sort. Raise dead spells, wish spells, and save or die spells have been revised. Of course, damage spells had to be changed given the lack of a hit point system. Bestow curse has been replaced by individual curses too (Based on Book of Curses). Many unique spells as well.</p><p></p><p>-No arcane spell failure in armor. Instead, each arcane caster selects a taboo, which restricts their casting under certain thematic conditions. (I posted some of these on the house rules forum)</p><p></p><p>-Restrictions on multi-classing: A PC must meet specific requirements as if taking a prestige class, though generally these are much less stringent, and they increase as the PC increases in levels. So it's harder for someone who has stolen things and lied to people their whole life to become a priest than it is for a part-time thief who only pulled off a couple robberies.</p><p></p><p>-Character Direction. My players may decide the direction they want to take their PC in 3-5 sentences. Something like this would be appropriate: "Jes has always been fascinated by the sea and dreams of going on a great adventure. I would like Jes to become kidnapped by pirates only to become a pirate himself, eventually gaining the Dread Pirate prestige class. He will have his own ship, the other PCs as crew members and a wealthy king as his patron." </p><p>As a GM I do my best to weave the player's vision into the story, often with unexpected twists. </p><p></p><p>-Taking 100: Each player may "take 100" (automatic success) on a single roll based on their character direction. This does not have to be applied to their PC, but can be applied to ANY d20 roll made during the game (other PCs and NPCs included). In general, I allow this once per player per story arc (3-6 game sessions). I find it is simpler than using action points.</p><p></p><p>That's enough for now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1961817, member: 20323"] [b]my house rules...[/b] -Woodelf's alternate combat proficiency rules (on this forum) -NO hit points, Damage monitor instead (a la Blue Rose from Green Ronin) -Backgrounds (like those in Black Company, also GR). -Feat lists as a guideline, not a hard set rule. Starting PCs usually can only select from lists of feats connected to their class, region (a la Forgotten Realms), race, or background. There are several "trained only" feats in the game. -Customized base races, each with its own feat list. -No NPC classes. Instead, villagers are treated as 0th level and have access to 1-2 backgrounds. -Rules for teaching and learning (A character can't advance more than 2 levels without seeking out some form of training or mentor). These rules also describe eligible teachers, allowing PCs to teach each other or their apprentices. -Descriptors. At 1st level, each character can choose 1-3 descriptors (depending on the clarity & depth of the background) to define their character concept more clearly. Whenever a character is in a situation which relates to the descriptor, they may roll two d20 instead of one, and take the higher roll. They also gain a +1 bonus whenever taking 10, and a +2 bonus whenever taking 20. For example, a PC might have the descriptor "cunning mastermind." Whenever the PC plans out an action in great detail with lots of twists and turns, the PC gains the above benefits. Usually no two PCs have the same descriptors. -NO pre-set class skills. Instead, each PC chooses 8 skills at first level. Rogues generally get more through several options they have at first level IMC. These skills are considered "class skills." All other skills are considered cross-class skills, however, at 5th, 10th, 15th, and 20th levels a character may change one cross-class skill into a class skill, representing their exposure to the world. -Revised skill system. Awareness replaces Spot, Search, and Listen. Stealth replaces Move Silently and Hide. Speak Language is actually a Cultural knowledge skill and worthwhile to take. Many new skills too, e.g. Navigation, Dowsing, Dreamspeak. A player may opt for "undefined" skills which are instead encapsulated by the character concept. So a rogue who grew up on the streets as a pickpocket is assumed to have maximum skill ranks in appropriate skills (Stealth, Sleight of Hand, Local Knowledge, etc) for their level. This more tightly binds the character to a concept, but is less paperwork and makes for some interesting player-gm discussions! ;) -Contacts are worked into the skill system -BAB is mediated by a skill, not linked to level. Every 2 ranks in the Combat skill grants you a +1 bonus to attack. Combat is modified by Str or Dex, depending. -Specialization allowed in sub-skills -Use "Critical threat" range for skills (from Spycraft) -GREATLY modified base classes (power-list-now-choose format), also I am working on guidelines for classless characters. -NO alignment. Instead, we have alleigance rules (D20 modern), reputation rules, and "mission statements." Each character has a 3-5 sentence writeup about their moral codes, sacred cows, uncrossable lines, etc. Usually this revolves around some personal goal or ideal, such as a freed slave wishing to free other slaves. -Homebrew magic system 50% done. Some PCs still use traditional spell system, but I have greatly altered the list, requiring all PCs to become specialists of a sort. Raise dead spells, wish spells, and save or die spells have been revised. Of course, damage spells had to be changed given the lack of a hit point system. Bestow curse has been replaced by individual curses too (Based on Book of Curses). Many unique spells as well. -No arcane spell failure in armor. Instead, each arcane caster selects a taboo, which restricts their casting under certain thematic conditions. (I posted some of these on the house rules forum) -Restrictions on multi-classing: A PC must meet specific requirements as if taking a prestige class, though generally these are much less stringent, and they increase as the PC increases in levels. So it's harder for someone who has stolen things and lied to people their whole life to become a priest than it is for a part-time thief who only pulled off a couple robberies. -Character Direction. My players may decide the direction they want to take their PC in 3-5 sentences. Something like this would be appropriate: "Jes has always been fascinated by the sea and dreams of going on a great adventure. I would like Jes to become kidnapped by pirates only to become a pirate himself, eventually gaining the Dread Pirate prestige class. He will have his own ship, the other PCs as crew members and a wealthy king as his patron." As a GM I do my best to weave the player's vision into the story, often with unexpected twists. -Taking 100: Each player may "take 100" (automatic success) on a single roll based on their character direction. This does not have to be applied to their PC, but can be applied to ANY d20 roll made during the game (other PCs and NPCs included). In general, I allow this once per player per story arc (3-6 game sessions). I find it is simpler than using action points. That's enough for now. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What house rules do you use in your games?
Top