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*Pathfinder & Starfinder
What house rules do you use in your games?
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<blockquote data-quote="azmodean" data-source="post: 1963043" data-attributes="member: 26590"><p><strong>too many house rules</strong></p><p></p><p>It depends heavily on the flavor of your campaign. I'm running a campaign that starts at lvl 10 and I am intending to take it to epic, and over half the party has templates of some sort.</p><p>I am only counting HD for the "epic cutoff" where you can no longer take normal class levels. Because of this, the lich can get her 9th levell cleric spells, the death knights can get a BAB of 20, the weretiger/monk can get a decent bab, and the ghost can get his lvl 9 sorceror spells. I'm also being very generous with practised spellcaster.</p><p></p><p>I'm letting the cleric take the lich prestiege class from the wotc web page, but I'm reducing the xp cost of those levels to offset the cost of creating the philactary.</p><p></p><p>Non-spellcasters can contribute xp toward making magical items(and they pay less for the item too), it keeps the item creator from dropping behind in xp as badly.</p><p></p><p>HP is either average or rolled, at the player's discretion. First HD is maxed.</p><p></p><p>Attributes are 32 pt. buy, I would prefer standard point buy or 4d6 drop, but all of the players are used to 32 pt buy because of our old DM, so they would feel nerfed if I dropped it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>More general stuff: I allow all feats/spells/etc from the core books, all other rules are subject to DM aproval and tweaking. (for instance, fleshripper from BOVD does WAY too much damage, I capped it at 5d8 damage)</p><p></p><p>I like what people have been saying about skills, I'd eliminate the extra cost for cross-class skills if I were starting a campaign.</p><p></p><p>Spellcasters get heighten spell for free, it just doesn't seem to be worth spending a feat on.</p><p></p><p>I have a character who wants to make golems, I am ruling that golems are misc magical items, mostly because I want the party to have golems, and I think a golem-specific feat is overboard. Also that character has craft(golem) which replaces the impossible variety of skills required to assemble all the different golems.</p><p></p><p>I'm using the sacrifice, pain, and souls optional rules from BOVD, as well as drugs, curses, vile damage, optional spell components (demon heart!) (basically the BOVD is a core rulebook for this campaign), but when using souls to create magic items, they count as 10xp per HD instead of 10xp per soul. I am also increasing how much xp sacrifices can contribute toward magic items, and lowering the cost of creating a device to extract liquid pain.</p><p></p><p>I'm probably going to be allowing a lot more optional rules from the libris mortis, since I just got it.</p><p></p><p>Speaking of getting rulebooks, I let players reconfigure their characters if they find something in a new rulebook that lets them fufill their character concept better.</p><p></p><p>New players get characters at party minimum level, or one less, depending on how close the lowest level party member is to levelling.</p><p></p><p>I'd like to go to a wound based system instead of HP, but I don't think it meshes well with a bunch of undead PCs, and I don't think the players would like it.</p><p></p><p>Also there are many, many alternate rules that I would allow if a player were interested, such as variable spell save DC (1d20+spell level+attribute+bonuses instead of 10+spell level+attribute+bonuses)</p></blockquote><p></p>
[QUOTE="azmodean, post: 1963043, member: 26590"] [b]too many house rules[/b] It depends heavily on the flavor of your campaign. I'm running a campaign that starts at lvl 10 and I am intending to take it to epic, and over half the party has templates of some sort. I am only counting HD for the "epic cutoff" where you can no longer take normal class levels. Because of this, the lich can get her 9th levell cleric spells, the death knights can get a BAB of 20, the weretiger/monk can get a decent bab, and the ghost can get his lvl 9 sorceror spells. I'm also being very generous with practised spellcaster. I'm letting the cleric take the lich prestiege class from the wotc web page, but I'm reducing the xp cost of those levels to offset the cost of creating the philactary. Non-spellcasters can contribute xp toward making magical items(and they pay less for the item too), it keeps the item creator from dropping behind in xp as badly. HP is either average or rolled, at the player's discretion. First HD is maxed. Attributes are 32 pt. buy, I would prefer standard point buy or 4d6 drop, but all of the players are used to 32 pt buy because of our old DM, so they would feel nerfed if I dropped it :P More general stuff: I allow all feats/spells/etc from the core books, all other rules are subject to DM aproval and tweaking. (for instance, fleshripper from BOVD does WAY too much damage, I capped it at 5d8 damage) I like what people have been saying about skills, I'd eliminate the extra cost for cross-class skills if I were starting a campaign. Spellcasters get heighten spell for free, it just doesn't seem to be worth spending a feat on. I have a character who wants to make golems, I am ruling that golems are misc magical items, mostly because I want the party to have golems, and I think a golem-specific feat is overboard. Also that character has craft(golem) which replaces the impossible variety of skills required to assemble all the different golems. I'm using the sacrifice, pain, and souls optional rules from BOVD, as well as drugs, curses, vile damage, optional spell components (demon heart!) (basically the BOVD is a core rulebook for this campaign), but when using souls to create magic items, they count as 10xp per HD instead of 10xp per soul. I am also increasing how much xp sacrifices can contribute toward magic items, and lowering the cost of creating a device to extract liquid pain. I'm probably going to be allowing a lot more optional rules from the libris mortis, since I just got it. Speaking of getting rulebooks, I let players reconfigure their characters if they find something in a new rulebook that lets them fufill their character concept better. New players get characters at party minimum level, or one less, depending on how close the lowest level party member is to levelling. I'd like to go to a wound based system instead of HP, but I don't think it meshes well with a bunch of undead PCs, and I don't think the players would like it. Also there are many, many alternate rules that I would allow if a player were interested, such as variable spell save DC (1d20+spell level+attribute+bonuses instead of 10+spell level+attribute+bonuses) [/QUOTE]
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