What house rules do you use?

my campaign world's house rules:

1. skill focus is +3 (this seems like a real popular one!)

2. remove raise dead and resurrection from the spell list (but keep reincarnate and true resurrection)

3. bilingualism: a character who is a member of a minority group automatically speaks his culture's language and the language of the dominant culture of the area he grew up in (this replaces the "all PHB nonhumans speak Common" rule, since there is no Common language in my world).

4. i want to add a save to Harm, but i haven't decided on what yet. i'll probably just steal one of the ones from this thread...

i've made a few changes to the races and classes, but those are more for campaign flavor that because i thought the old versions were "broken," so i don't consider them house rules. (examples are giving dwarves a Dex penalty instead of a Cha penalty, and allowing paladins to detect and smite chaos instead of evil if they choose).
 

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Five favorite house rules

That's a tough one, but here goes:

1. No prestige classes. My PC's can learn anything they want if they can find a mentor and pay the costs.

2. Dual-classing may be done by alternating level advancement with a higher starting age. Other than that, multi-classing is only possible by gaining a specified number of levels in one class before multi-classing into another.

3. Clerics and Wizards (there is no Sorcerer class) don't use spell slots. Clerics depend on their deities and Wizards use mana.

4. Rangers are skill based.

5. Intimidate is a class skill for Fighters (I re-configured the whole skill chart. Also, consideration for aptitude for a skill is figured into its cost).

The complete set of house rule I use for my FR campaign can be seen at The Reliquary. My thanks to James L. R. Beard from whom I blantantly "stole" a couple or three of my rules from. :D
 

1) Monte Cook Ranger

2) Quickened Sorcerors

3) Paladin Mount gets feats, skills and HD as magical beast

4) No harm spell

5) Half-feats, skill focus is +3 and only counts as 1/2 feat. Iron will is +1 will as are the other save feats. Imp init is +2 as a half feat. Toughnesses are 2,4,6,8 instead of 3,6,9,12. Each half feat can be taken twice and not at the same time. Almost all non combat feats are half feats.
 

1) No alignment. It makes personalities go flat, at least in all the groups I've been in.
2) Sorcerers are INT-based spellcasters. I effected this change immediately after having read the 3E PHB. It's very high on my (extremely short) "Things Done Wrong" list, right after #1, above.
3) Major Assassin overhaul due partially to the fact that I hate how common it is for classes to learn magic sooner or later, and partially to the campaign being low-magic. I basically ripped the magic, added 2 SP/level, gave Craft(Poisonmaking) as class skill (only class that has it IMC, though it isn't exclusive), and gave a fighter BAB.
4) No halflings. Nothing against them really, but they don't go with my campaign world.
5) Slightly tweaked ranger which I am thinking about switching for the Forester class someone posted here a few weeks ago.


Oh, and:
med stud said:
1. When a multi class character has a skill as class skill on any class' skill list, she only pays 1 SP/rank for the skill, no matter what. Ex: Rog 1 advances as Ftr 1, and can buy 1 rank Hide for one SP.

This is no house rule. See PHB page 56, top of left column.

/Feliath
 

medstud is right

Oh, and:


quote:
--------------------------------------------------------------------------------
Originally posted by med stud
1. When a multi class character has a skill as class skill on any class' skill list, she only pays 1 SP/rank for the skill, no matter what. Ex: Rog 1 advances as Ftr 1, and can buy 1 rank Hide for one SP.
--------------------------------------------------------------------------------



This is no house rule. See PHB page 56, top of left column.




The following was copied from the section on multi-classing in the new WotC download D&D FAQ (italics added).

Can you raise a skill as a cross-class skill if you have
it already as a class skill or vice-versa? For example, can
a 3rd-level wizard with 6 ranks of Concentration take a
level as a fighter and raise Concentration as a cross-
class skill? If the skill wasn't maxed out would it
matter? Is a skill's maximum rank dependent on the
character's class level or the character level?


A multiclassed character's maximum rank in a skill is
based on character level; character level plus 3 if the skill
is a class skill for any of the character's classes, or half
that if the skill is cross class for all the character's classes.
(See page 56 in the Player's Handbook.)
A 3rd-level wizard/1st-level fighter has a maximum
rank of 7 (4+3) in Concentration or in any other skill
that's a class skill for a fighter or for a wizard. The
character in your example would have to pay two skill
points for one rank of Concentration since he's buying
the rank with fighter skill points.


Page 56 of the PHB applies to accessing skills and maximum skill ranks. Medstud is right. It's a stupid rule. We are, after all, talking about the same person here right? It's a character's skill point not a fighter's skill point. Least that's the way I see it.
 
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Still experimenting with a few things...

House Rules

Ability Scores: To create ability scores roll 1D10 then add the result of the roll to 70. The total result is your ability points that you may distribute on a one for one basis among your six abilities.
When distributing the ability points use the following guidelines: No starting ability score may exceed 16 unless otherwise noted:
Dwarves: 18 Constitution Max.
14 Charisma Max.
Elves: 18 Dexterity Max.
14 Constitution Max.
Gnomes: 18 Constitution Max.
14 Strength Max.
Half-Orc: 18 Strength Max.
14 Intelligence Max.
14 Charisma Max.
Halflings: 18 Dexterity Max.
14 Strength Max.

Character Classes: For Rangers use the Monte Cook Ranger 2 version.
Sorcerers and Bards receive 8 0-level spells at first level instead of 4. A Cleric may cast an additional number of 0-level spells equal to his Wis. modifier.

Combat: Attack of Opportunity- To perform a AoO a character must have a +1 BaB. Performing an AoO gives the character a –2 to AC and a –2 to the attack roll (not cumulative for multiple AoO) until he can act next.

Fumble: The following guidelines are used in combat.
The Fumble Threat Range (FTR) of a weapon is dependent on the unmodified Critical Threat Range (CTR) of that weapon. The dependency is as follows:
CTR FTR
20 -- 1
19-20 -- 1-2
18-20 -- 1-3
If you make an attack roll and the number on the D20 falls within the FTR you may have scored a fumble. To find out if it’s a fumble, you immediately make a fumble roll—another attack roll with all the same modifiers as the attack roll you just made. If the fumble roll results in a miss against the targets AC, your original attack is a fumble. (The fumble roll just needs to miss for a fumble, not hit the FTR.) If the fumble roll results in a hit, then your original attack is just a normal miss.
When a combatant fumbles, all opponents within melee range receive an AoO. The fumbling combatant also loses his Dex. bonus to his AC for the remainder of that combat round. Rogues with Uncanny Dodge do not suffer the penalty to AC.

Metamagic Feats: At first level a Wizard and Sorcerer may choose a Metamagic feat as a bonus feat in addition to all other feats they may receive. Every two levels after the first (i.e. 3rd, 5th, etc.) they may choose another Metamagic feat to add to their list of feats. When you reach a level that you normally can pick a new feat, you may pick a Metamagic feat.
 

Hmm, hard to narrow it down.

Let's see, 5 rules eh? (Yeah yeah people are adding more but I don't want to write a 10,000 line post).

1. TIMING MODEL GETS TOSSED! I replaced this with my own system (it's a long document I'm constantly revising). I don't want to have to deal with spending 20 minutes figuring out "ok, so was that a partial action? Then a move action. What was a standard action again? Ok so then does this count as my free action from this feat?" That's gone. I use a serial (things happen one after another, this IS turn based combat afterall) model where a round is 6 seconds, and anything that makes a physical change takes at least 1 second. Including "free" actions. Free actions and 5' steps are 1, partial and move are 2, hustle is 3, standard is 4, full attack is 5, and full round is 6. Haste and Slow are precisely defined (makes your round 8 sec or 2 sec) and so is just about every possible thing a character can do, by categories and how many seconds each type takes. I.e. "If I'm hasted, can I cast 2 spells per round?" "Yes but not 2 and move." or "Can I run over, chop this guy, then supreme cleave through these 40 people, then jump across this chasm so they can't get me?" "Not likely. What's your base move again?" etc.

2. Rebuilt spell system. I.e. spell points, exponential costs per spell level (0=1, 9th = 512), ability mod x level points added per caster level (an average 20th lvl wizard has about 1050), sorcerers get x1.5. Wizards don't "lose" spells when cast, but they can only "memorize" a few at a time (max ability mod, with a progression table), and have to spend 8 hours to change them. Sorcerers can cast anything they know at any time (provided they have points), and know max ability mod of each level, with a progression table. Clerics still use spell-level system but dynamic cast ANY spell on their list as a "miracle" from their deity. Great when the unexpected happens.

3. Rebuilt melee system. No damage rolls, damage is based on attack roll exceeding AC x weapon multiplier (1d6 = 1.0, others are calculated from avg dmg vs 3.5 on 1d6) + modifiers (like STR). Power attack gets removed since it's automatic with this. I use it because it prevents "I chop you with my power attacking +5 holy flaming longsword for 47 points of damage!" vs "Umm my 20th level fighter hits you with his mighty bow... for umm... 1d8... add strength... 6 points of damage!" Sorry, high level bowman WILL take your head off in one hit! Threats mean if you hit, roll again as many times as you have critical multiplier > 1 and add the results of any hits you get. People with crap AC (i.e. spellcasters) tend to die very fast vs high level fighters, but then they can cast fireball and such alot more in my world, so they just try to stay at range. High level fighter type vs fighter type with good AC tends to take forever for one to beat the other down (they average alot less damage than in a lopsided fight). Makes for good climactic boss battles.

4. Karma stat. I like to reward roleplaying xp and creative ideas with points. Everyone starts with 10 (Average). The ability modifier generated by this stat modifies any luck rolls I ask you to make. Points are redeemable for 10% of the XP you need for your next level (yes you can spend it on items too) or 10% of the starting PC gold of someone of your level as listed in the DMG or equipment worth that much. 10 buy a 1 point stat increase, 15 buy a feat. People who buy advantages are thus less lucky because they should be able to get by with their advantages.

5. Totally reworked classes in some cases. Ex ranger: Gets all sorts of nifty new stuff, favored enemies are TYPES, i.e. abberations, magical beasts, humanoids. Stackable threat range increase (expert critical) vs favored enemies. Ambush feat lets you make hide checks to surprise people (surprise rounds are good). Gains bonuses in more terrain types at higher levels. Another EX: Paladin. Not a prestiege class but dumps the worthless spells, remove disease, and turn attempts. Gets permanent supernatural auras, prot from evil 5th, magic circle 10th, holy aura 15th, greater aspect of the deity (half celestial template) at 20th. Smiting reworked, gets 1 at 1st + 1 more smite every 3 levels. Smite = make a touch attack, if you miss or the opponent is non-evil it's wasted. Success means they make a fort save DC 10 + 1/2 your paladin lvl + your charisma modifier OR BE DISINTEGRATED (and lobbeth thy holy hand grenade towards thy foe, and he, being naughty in my sight, shall snuffeth). No dmg if they succeed, you can smite only once per round as a standard action. Things with no con modifier (like undead) still fort save (boy are they in trouble). Bards get 6 skill points/lvl, and uncanny dodge instead of evasion. Barbarians get evasion instead of uncanny dodge and some better feats (like improved critical) as they go. Monks are pretty good as is but get fighter base attack increase (they fight all the time, DUH!). Rogues get to trade in 10 skill points for a feat at their option. Druids... not done fixing that yet.
 

I mostly play by the book and don't use many optional rules or rules accesories (except for ritual casting from relics and rituals). I try to keep the game as simple as possible.

Skills:
Skill limit for all skills is 3+character level

Skill Focus:
+3 to one skill.

Multiclassing:
No XP penalites.

Half-orcs & orcs:
Scent ability

Spells:
Any higher level spell slot may be used to prepeare or cast a lower level spell slot (if this is allready the rule, I haven't seen it).

Harm - Fort save to negate.

Sorcerers require no material components in casting their spells.

New combat action: Shield action
Historically, shield walls were some of the best forms of defense on the battlefields. To represent this, I have created a defensive action with shields, or shield like objects the "shield action".

Most shields provide the wielder with cover from attacks if used effectively. To gain this benefit, the user of the shield must use spend standard action (a shield action), putting his shield up for cover and ducking beneath it. He must also choose a 'facing' for his shield, obviously the direction he expects the attack to come from. Examples of facing for shields is 'front' against an enemy charge or 'above' from a rain of arrows. If the attack comes from another direction, he gains no benefit from cover. The next round, he may change his facing. The shield action does not draw attacks of opportunity. Note that in close combat, enemies can easily flank and attack from other directions to avoid your cover bonus. Hence, the shield action is more effective against arrows and in formations where you are shoulders to shoulder with your allies. You may still take a 5-foot step as normal.

For the duration of the round, the shield provides with cover dependent on its type. The shield AC bonus and cover AC bonus does not stack.

Bucklers are too small to normally provide cover (they do provide tiny creatures with one-quarter cover, however). Small shields provide medium sized creatures with one-half cover and small creatures with three-quarters cover. Large shields provide medium sized creatures with three-quarter's cover and small size creatures with nine-tenths cover. Tower shields provide with up to total cover for any creature of medium size or less. For smaller or larger shield-users, each size above or below reduces or increases the size of the cover by one respectively, up to total cover or no cover at all.

Knock Out
A helpless defender can easily be knocked unconscious, so I have made my own rule based on the 'coup de grace' rule. To knock out a helpless defender, you must make a subdual attack, roll critical hit damage regardless if you rolled within the weapon's threat range or not. Also, rogues get to add their sneak attack modifier to the subdual damage. If the subdual damage is not enough to knock the opponent out (in most cases for high level PC's), he must still make a Fortitude save DC 10+damage dealt or be knocked out for 4d10 minutes.


NPC classes
The NPC classes represent some of the lower and more common counterparts of the basic PC classes:

Adept - sorcerer/bard
Warrior - fighter
Hedge wizard - wizard
Acolyte - cleric/druid
Thug - rogue
Woodsman - ranger
Squire - paladin

The NPC class level can be exchanged into PC class levels with the proper training and 250 XP per level exchanged.

edit: NPC classes
 
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5 ideas

1. Harm: Will partial. Failed: target has 1d4 HP; success: target
gets 1d6/caster level damage points (but has 1d4 HP as
a minimum).
2. Sneak attack: only one sneak attack / attack action or round
(when the target is denied its Dex-bonus or flanked, of
course).
3. A rolled 1 on a skill check is a failure.
4. Creeping Doom: 60 points of contiual damage per 5 ft square
(insects die as stated in the spell description).
5. Ball lightning: The sentence "Moving the lightnings is a ME
action..." (or similar wording) in the second errata has
been removed.

Just five house rules which were established after some long discussions ;)
 

Well, I have way more than 5 changes, but I can sum them up quickly in 5 sections.

1) RACES
a) Elves get preferred: Bard.
b) H-Orc gets Scent.
c) Gnomes get +2 Int, -2 Wis and some other little tweaks to make them better wizards.

2) CLASSES
a) Rangers out, WoT Woodsmen in.
b) Sorcerers use the Psion's power points.
c) Monte's Bard is the Bard. I use the Bard in the PHB but switched out Perform stuff for Rogue's trap abilities and 6 SP/level. He's called the Explorer (Indiana Jones type)

3) COMBAT
a) Grim-n-Gritty combat rules (Ken Hood rules! even if he did abandon D&D for Fudge), with Defense score = BAB + mods.
b) Used the G-n-G variant Magic damage. Odd dice rolls = 1. Yeah, wizards are that much more powerful because of it, but with almost no HP they are quite vulnerable in many ways.

4) No psionic combat. Fighters duke it out to 0 HP. Wizards duke it out to 0 HP. Clerics duke itout to 0 HP. I really don't see why Psions shouldn't, you guessed it, duke it out to 0 HP. Psions automatically get the Slippery Mind feat to make up for this (a bit).

5) Lots of little errata to Spells & Feats that most people have a beef with (Skill Focus +3, Harm saves, Polymorph, etc).

Irda Ranger

PS - some great ideas in the thread here. I need to bring them up with my players.

Edit: damn tab button posting before I'm done ...
 
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