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What house rules do YOU use?
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<blockquote data-quote="Belen" data-source="post: 2325245" data-attributes="member: 1405"><p>House Rules</p><p></p><p>General</p><p></p><p>Death’s Door: A PC becomes unconscious at –1 hit point. They will lose –1/round until healed. Death occurs as –10 + -constitution score.</p><p></p><p>Raise/ Resurrection: Should a character die, the character gains a negative level until reaching the next level. This effect stacks.</p><p></p><p>Spell Components: A character may choose to add expensive spell components to their maximum allowable magic item limit rather than constantly buying expensive components, such as the diamonds needed for resurrection spells. These items become focal points for the spells.</p><p></p><p>Supernatural affinity: Characters may imbue themselves with supernatural ability, rather than use a magical item. Limited use equals double the cost of the related magic item. Unlimited use requires triple the cost of the related magic item. A character may have a maximum of three supernatural affinities.</p><p></p><p>Skills</p><p></p><p>Social Skills: Bluff, diplomacy, gather information, perform, and sense motive are class skills for all classes. Training in the skills should be mentioned in character histories, if applicable.</p><p></p><p>Perform skill (Bard): Bards may choose a number of performance styles equal to their charisma modifier. Skill checks are counted as if they were one skill. Should the charisma modifier increase, the character must train for one year in order to take a new style.</p><p></p><p>Craft skill: Characters may choose a number of related crafts equal to their wisdom modifier. Skill checks are counted as if they were one skill. The craft skills chosen must be an intimate part of the character class, such as armor/ weaponsmith for a fighter. Should the wisdom modifier increase, the character must train for one year in a craft in order to learn a new craft.</p><p></p><p>Spells</p><p></p><p>Animal buffs: Duration for spells such as bull’s strength equals ten minutes/level.</p><p>Feats</p><p></p><p>Ambidexterity (Feat): By taking this feat, a character may deal full strength damage using their off-hand weapon.</p><p></p><p>Skill Affinity (Feat): By taking this feat, a character may take any two non-class skills and make them class skills.</p><p></p><p>Signature Spell (Feat, Wizards only): Prerequisite: Spell Focus (School from which spell belongs), Spell Mastery (Signature spell must be one chosen). Benefit: For a wizard, a signature spell becomes a part of their self. It becomes a spell-like ability that can be cast once per day for every 3 arcane levels (starting at level 1). The spell is cast as if by a wizard one level higher and adds +2 to penetrate SR.</p><p></p><p>Craft Masterwork Item (Feat): Prerequisite: Skill Focus (craft); 9 ranks in related craft skill. Benefit: A character may create a masterwork item in the time it would take to make a non-masterwork version of the item.</p><p></p><p>Craft Magical Item (Feat): Prerequisite: Craft Masterwork Item; 18 ranks in related craft skill. Benefit: A character may use their craft skill to create magical items. These items mimic any arcane, divine or psionic ability desired. Special materials, level limits, and experience costs still apply.</p><p></p><p>Dodge (Feat): Gain a +1 bonus against all opponents during combat.</p><p></p><p>Weapon Focus(Feat: Fighter): / Specialization (Feat: Fighter): Instead of applying to one weapon, choose either slashing, piercing, or bludgeoning. You gain the use of the feat with all weapons of the type.</p><p></p><p></p><p>Classes</p><p></p><p>Wizard/ Sorcerer: They gain a bonus feat in place of Summon Familiar. Summon Familiar may be selected at any level they would normally gain a feat. A special familiar may be chosen at the GMs discretion should the feat be selected as a higher level.</p><p></p><p>Fighter: Gains a bonus feat at levels 13, 16, and 19.</p><p></p><p>Berserker: Replaces the Barbarian. Does not suffer an inability to read/ write.</p><p></p><p></p><p>Prestige Classes</p><p></p><p>The GM must approve requested prestige classes. Prestige classes must be requested two levels before the player wishes to gain the class. When requesting a prestige class, the player should answer the following questions:</p><p>• Why does the character wish to join the class?</p><p>• How does this class enhance the character concept?</p><p>• How do you envision the character with this class?</p><p>• What can the GM do to enhance the fun/ playability of a character with this class?</p><p>Basically, I need to know how to deal with this prestige class in game. I want to make the game for and challenging and I really need to know what you’re concept is with a class in order to serve you better.</p><p></p><p>Additional rules for Prestige classes:</p><p></p><p>• Each prestige class requires training. I will work with you to see that you fulfill that requirement.</p><p>• Each class will require a role playing prerequisite.</p><p>• You must take at least 3 levels of the prestige class.</p><p></p><p>Third Party Material: This material must be approved for use before it can be used. Third party material includes Dragon and Dungeon magazines.</p></blockquote><p></p>
[QUOTE="Belen, post: 2325245, member: 1405"] House Rules General Death’s Door: A PC becomes unconscious at –1 hit point. They will lose –1/round until healed. Death occurs as –10 + -constitution score. Raise/ Resurrection: Should a character die, the character gains a negative level until reaching the next level. This effect stacks. Spell Components: A character may choose to add expensive spell components to their maximum allowable magic item limit rather than constantly buying expensive components, such as the diamonds needed for resurrection spells. These items become focal points for the spells. Supernatural affinity: Characters may imbue themselves with supernatural ability, rather than use a magical item. Limited use equals double the cost of the related magic item. Unlimited use requires triple the cost of the related magic item. A character may have a maximum of three supernatural affinities. Skills Social Skills: Bluff, diplomacy, gather information, perform, and sense motive are class skills for all classes. Training in the skills should be mentioned in character histories, if applicable. Perform skill (Bard): Bards may choose a number of performance styles equal to their charisma modifier. Skill checks are counted as if they were one skill. Should the charisma modifier increase, the character must train for one year in order to take a new style. Craft skill: Characters may choose a number of related crafts equal to their wisdom modifier. Skill checks are counted as if they were one skill. The craft skills chosen must be an intimate part of the character class, such as armor/ weaponsmith for a fighter. Should the wisdom modifier increase, the character must train for one year in a craft in order to learn a new craft. Spells Animal buffs: Duration for spells such as bull’s strength equals ten minutes/level. Feats Ambidexterity (Feat): By taking this feat, a character may deal full strength damage using their off-hand weapon. Skill Affinity (Feat): By taking this feat, a character may take any two non-class skills and make them class skills. Signature Spell (Feat, Wizards only): Prerequisite: Spell Focus (School from which spell belongs), Spell Mastery (Signature spell must be one chosen). Benefit: For a wizard, a signature spell becomes a part of their self. It becomes a spell-like ability that can be cast once per day for every 3 arcane levels (starting at level 1). The spell is cast as if by a wizard one level higher and adds +2 to penetrate SR. Craft Masterwork Item (Feat): Prerequisite: Skill Focus (craft); 9 ranks in related craft skill. Benefit: A character may create a masterwork item in the time it would take to make a non-masterwork version of the item. Craft Magical Item (Feat): Prerequisite: Craft Masterwork Item; 18 ranks in related craft skill. Benefit: A character may use their craft skill to create magical items. These items mimic any arcane, divine or psionic ability desired. Special materials, level limits, and experience costs still apply. Dodge (Feat): Gain a +1 bonus against all opponents during combat. Weapon Focus(Feat: Fighter): / Specialization (Feat: Fighter): Instead of applying to one weapon, choose either slashing, piercing, or bludgeoning. You gain the use of the feat with all weapons of the type. Classes Wizard/ Sorcerer: They gain a bonus feat in place of Summon Familiar. Summon Familiar may be selected at any level they would normally gain a feat. A special familiar may be chosen at the GMs discretion should the feat be selected as a higher level. Fighter: Gains a bonus feat at levels 13, 16, and 19. Berserker: Replaces the Barbarian. Does not suffer an inability to read/ write. Prestige Classes The GM must approve requested prestige classes. Prestige classes must be requested two levels before the player wishes to gain the class. When requesting a prestige class, the player should answer the following questions: • Why does the character wish to join the class? • How does this class enhance the character concept? • How do you envision the character with this class? • What can the GM do to enhance the fun/ playability of a character with this class? Basically, I need to know how to deal with this prestige class in game. I want to make the game for and challenging and I really need to know what you’re concept is with a class in order to serve you better. Additional rules for Prestige classes: • Each prestige class requires training. I will work with you to see that you fulfill that requirement. • Each class will require a role playing prerequisite. • You must take at least 3 levels of the prestige class. Third Party Material: This material must be approved for use before it can be used. Third party material includes Dragon and Dungeon magazines. [/QUOTE]
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