What house rules do you use?

1) 1's are critical failures in combat. No more attacks can be made that round by the character/creature(my players really seem to need something bad to happen to them on a 1)

2) 1's are automatic failures on skills and saves(see above)

3) Paladins are a prestiege class. No way the defender of the faith loses a fight to Timmy the city guardsmen.

4) Rangers were redone(a toned-down version of monte cook's revised ranger)

5) Skill focus gets you +3, or 2 +2s.(big surprise, i realize)


Cullain
 

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For a full range of my house rules, look at the website in my .sig. Some of those are for campaign flavour, some of those are because we think 3e got it "wrong" ;)

For a semirandom list of 5

1) Wound/vitality points used

2) Skill focus gives +3 rather than +2 (to be fair, WotC seem to have recognised this problem as it is what they have done in every subsequent game!)

3) Skill cap for cross-class skills is level+1 rather than (level+3)/2. It is still costly to increase cross-class skills, but if the fighter wants to be as good at sense motive as he possibly can, he can end up with a decent score without multiclassing.

4) If you fail the DC25 check to tumble through an opponent, you bounce off them and fail to get past - and draw an AoO to boot.

5) No level drains/negative levels. These do Con damage instead (typically 2 points CON damage per negative level). Blood drains (weasels, stirges etc) drain STR first and then only drain CON when all Str is gone

Heh. Sneaked two in for #5

Cheers
 

Top 5 house rules

1- Everything below average hp is rerolled (for monsters also :))
2- For clerics : Prepared cure spells use D10, spontaneous use D6
3- Perform rank is not the only prereq for bard songs, bard levels count.
4- Sneak attacks only with rogue weapons
5- Copy spell in spellbook cost reduced according to the low-gold campaign


Chacal
 

1) The Skill Focus fix ;)

2) Replace ranger TWF and Ambidex with bonus feats, usable in light armour, at 2nd and 4th levels

3) Reroll hit point rolls that are below average

4) Monte Cook's modification to Tumble checks and Concentration checks to use opposed rolls, rather than fixed DCs

5) Eliminate lots of "problem" spells (poly other, disintegrate, slay living, raise dead, teleport)
 

1 HP Max at first level then roll subsequent levels
2 Dropped Dwarfs
3 Dropped Non Sleep/Sleep immunity from Elves gave them 'Obscre Object (self)'
4 Spells casting requires Spellcraft check vs Spell Save
5 My own Ranger

others too but ...
 


1. Skill Focus +3
2. Classes gain 3/4 of max HD at every level past 1st.
3. Heavily modified psionic combat (still in progress)
4. Rangers gain bonus abilities, such as favored terrain, favored enemies, and some non-combat feats.
5. Extensively changed spell-casting rules for multiclassing. Spell casting is broken into several components, such as caster level, spells per day, spells known, and spell level access. Spells per day for all classes is based on the wizard table. Sorcerers gain their additional spells per day as a class ability, and clerics gain domain spells as a class ability. Wizards, clerics and druids do not increase spells per day, instead they gain the ability to scribe higher level spells in their spellbooks or pray for higher level spells as they increase in class level. In effect, a Wiz10/Clr 10 would cast spells as a 20th level caster, have the spells per of a 20th level wizard, but would only have access to 5th level wizard spells and 5th level cleric spells. Their higher level spell slots are used for metamagiced spells. There's a lot of other rules for spellcasting, but that's the basics.
 

Only five things? Well, we've got a lot of new feats, but here are some important house rules:

1. After rolling stats, a character may never have total ability modifiers of 5 or lower, or 14 or higher.

2. Combat Reflexes: You may make take several AOOs at the same target, but only one per provocation.

3. Martial Weapon Proficiency: Grants proficiency in two weapons of your choice, or three related weapons (like handaxe, throwing axe and battleaxe)

4. The spiked chain doesn't exist.

5. Large shields are not considered light weapons.

[edit: hey, five things just aren't enough]

6. Planar ally & binding have the following, lower, hd caps when summoning outsiders (but not elementals): lesser (6 hd), normal (12 hd), greater (18 hd).

7. Feeblemind doesn't give a -4 penalty to saves for arcane casters.

8. All classed NPCs get full hp at first level, not just the PCs.

9. When you lose levels, you lose a fixed amount of XP, as detailed here.
 
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For people who use "The Skill Focus Fix", does anyone take Combat Casting (vs. Skill Focus: Concentration)?

My changes (ignoring inclusion of 3rd party feats and the like):

1) Use the variant psion rules from If Thoughts Could Kill; plus, psicrystals don't exist and psions get two bonus feats (at 4th and 14th) in compensation.

2) Various minor combat tweaks (that have been hashed to death on the boards) to address Cleave/AoO/Whirlwind type issues (and some others: unarmed characters threaten, etc.).

3) Magic item creation changes (skill bonus items cost much more, other items repriced as deemed appropriate).

4) Point buy method for characters (30 points)

5) "ECL" fix for Reincarnation.

6) House rules detailing song creation & performance.

I'll probably implement a Harm fix when it becomes appropriate. That's about it for house rules, that I can think of.
 

Galfridus said:
For people who use "The Skill Focus Fix", does anyone take Combat Casting (vs. Skill Focus: Concentration)?

Yes. Nobody I know of takes skill focus concentration. Combat casting is still better because casting defensivily is still the most used version of concentration. But are only spoellcasters are a druid a nd a bard, so people don't generally hold attacks to distrup their spells.
 

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