EarthsShadow
First Post
house rules
Here are the following house rules I use:
1: I use vitality and wounds from the revised star wars book.
2: I use vitality dice for races instead of classes. Each class provides an overall bonus for vitality and wound points.
3: New core classes and got rid of some other classes. I use the following classes: Archer (Sovereign Stone), Barbarian (PHB), Blade (My own class), Elemental mages (Sovereign Stone), Fighter (PHB), Mounted Warrior (SS), Noble (combined SS and SW and WoT), Rogue (PHB), Sailor (SS with modifications), Soldier (SS), Stalker (SS), Void Mage (SS), and Wilder (My own class).
4: New races for my own world. Split them up into subraces for some of them-
Barbaric Humans, Civilized Humans, High Elf, Wood Elf, Moon Elf, Savage Dwarf, Mountain Dwarf, Forest Miomim, Mountain Miomim, River Midfolk, Forest Midfolk, Civilized Midfolk, Andari, Orks, Sulvasti, Lupus (like Wolfen from Palladium), and Atlanteans.
Miomim are a avian race, Midfolk is my name for halflings, Orks are orks, Sulvasti are a lizard race, and Andari are a water dwelling race.
5: Use elemental magic from Sovereign Stone book, not using the standard magic system from the PHB, which doesn't fit with my conception of how magic works and is utilized.
Who can stop at only five house rules...
6: Provide bonus feats at 2nd, 7th, 13th, and 19th levels, these are only skill feats or covert feats only, not general feats.
7: Bonus background feat at 1st level depending on the region you come from. This works like FR and WoT.
8: When advancing in a favored class, you get +2 skill points.
9: spend ability points at character creation, no rolling dice (leads to power gaming, which I don't like).
10: Skill Emphasis is +2 and works as ranks (I got this idea after reading some on here).
if I think of more, I'll continue on a later date and time. If you have any questions, please don't hesitate to ask me.
Here are the following house rules I use:
1: I use vitality and wounds from the revised star wars book.
2: I use vitality dice for races instead of classes. Each class provides an overall bonus for vitality and wound points.
3: New core classes and got rid of some other classes. I use the following classes: Archer (Sovereign Stone), Barbarian (PHB), Blade (My own class), Elemental mages (Sovereign Stone), Fighter (PHB), Mounted Warrior (SS), Noble (combined SS and SW and WoT), Rogue (PHB), Sailor (SS with modifications), Soldier (SS), Stalker (SS), Void Mage (SS), and Wilder (My own class).
4: New races for my own world. Split them up into subraces for some of them-
Barbaric Humans, Civilized Humans, High Elf, Wood Elf, Moon Elf, Savage Dwarf, Mountain Dwarf, Forest Miomim, Mountain Miomim, River Midfolk, Forest Midfolk, Civilized Midfolk, Andari, Orks, Sulvasti, Lupus (like Wolfen from Palladium), and Atlanteans.
Miomim are a avian race, Midfolk is my name for halflings, Orks are orks, Sulvasti are a lizard race, and Andari are a water dwelling race.
5: Use elemental magic from Sovereign Stone book, not using the standard magic system from the PHB, which doesn't fit with my conception of how magic works and is utilized.
Who can stop at only five house rules...

6: Provide bonus feats at 2nd, 7th, 13th, and 19th levels, these are only skill feats or covert feats only, not general feats.
7: Bonus background feat at 1st level depending on the region you come from. This works like FR and WoT.
8: When advancing in a favored class, you get +2 skill points.
9: spend ability points at character creation, no rolling dice (leads to power gaming, which I don't like).
10: Skill Emphasis is +2 and works as ranks (I got this idea after reading some on here).
if I think of more, I'll continue on a later date and time. If you have any questions, please don't hesitate to ask me.