What house rules do you use?

1) Skill focus is still +2.. but it is 2 rank points, so PrCs are easier to get too.

Doh, I missed mikebr99 post! Well, seems that some other DM on these boards are using an alternate rule that gives 2 ranks with only one feat, and I was tormenting myself while trying to balance my own skill focus chain :)
But seriously isn't this a far too important advantage? Basically for only 1 feat you gain a +2 to any check with this skill, you pierce the maximum rank cap for your lv, and you gain an eventually faster access to a prestige class.
Seems to me like a very good feat without any prerequisite. Not really that good for someone who just want to be good at a skill, but really prone to abuse if you are planning a fast access to a prestige class (especially spellcasting prestige classes that require multiclassing, see my comment about the Arcane Trickster).
How are you players using this Skill Focus variant?
 

log in or register to remove this ad

Archibald Theocliste said:


Doh, I missed mikebr99 post!...

How are you players using this Skill Focus variant?

Hey Archibald...
We've really only used it once so far. It was for a Cleric, who took Skill Focus (+2 ranks also) in Religion to meet the prereq for the Contemplative (+13 ranks) at 8th level instead of 10th.

Everyone else in the party also chose PrCs this time around, but the Cleric was the only one who jumped on Skill Focus.
 
Last edited:

Wow, what a great thread!

I'm going to hit the highlights of some of our biggest house rules that we've implemented. (Skipping the little stuff like max hp at first, no less than 1/3 hp per level, net +7 stat bonuses on starting characters, and so forth).

1) Instant kill spells

Modified all spells that can do an instant kill, including harm, with a damage cap on the maximum hp they can affect (instant kill or drop hp). This includes adding a save to all of these spells (including harm), and if the save succeeds (or fails, but they exceed the hp limit) then it deals damage based on the spell level.

2) Adding quicken to Sorcerers

To powerful, and important, a feat to forfeit. Casting a spell modified by (any number of) metamagic feats, requires a move equivalent action. If one of those feats is "quicken" then, the spell goes off as a MEA, and the caster still has their standard action that round.

3) Spell bonuses don't stack.

The bonuses to spell saving throw dc's and spell penetration checks from prestige classes don't stack. This gets out of control too easily. Allowing up to a net +5 from prestige classes, accomplishes the intended benefit.

4) New ECL Templates = Variant Prestige Classes

Our limited exposure to the different monster/racial templates and ECL's was met with imbalance and frustration. A new system was developed, based loosely on the Dragon Mag article for building monsters and partly on intuition and reading. This new system allows PC's and NPC's to break down abilities of a race or template, and take them (like prestige class levels). This provided a better balance for power (ie, certain abilities couldn't be gained until ECL 11+) and also had less of an impact to character creation.

5) Magic Item Locating and Identifying

Because of the way our group plays (very limited on time) we changed the way magic items are found, identified, and managed by each character. In essence, any character can purchase items of low or moderate power (no more than 1/3 their total gpv for that level may be spent on one item). We added unique magic items, set magic items (ala Diablo II) which can only be found, and allowed skills and altered some spells so that items found can be identified for use during play (dungeon-crawling). Finally, the item creation feats allow any low and moderate items to be made for no xp penalty and at a lower gpv. They also open the door for the creation of unique and rare "high" powered magic items.

Many other changes implemented to offset time wasting rules, with a general appeal towards common sense (no components required to cast spells, unless GPV is involved, no level loss on ressurrection/raise dead but there is a gold piece cost, no encumberance, etc.)
 

Depends on the campaign, but here's some that I like to use regardless of anything else:
  • When levelling, may reroll HPs ONCE and take the best of the two rolls.
  • No favored class -- all characters may freely multiclass.
  • Not always, but I often substitue the "semi-magical" classes (ranger, paladin, etc.) with a completely non-magical variant.
  • Not always, but I usually prefer to use VP/WP in place of HP.
  • No resurrection, or raise dead or anything like that.
 

Archibald Theocliste said:


Doh, I missed mikebr99 post! Well, seems that some other DM on these boards are using an alternate rule that gives 2 ranks with only one feat,
How are you players using this Skill Focus variant?

thus far, they haven't, although a recurring NPC has it and it hasn't caused any problems - largely, though, because the PRC he is aiming at has the Leadership feat as a prereq, which you just can't get early.

jericho
 

Let me begin by saying that this is a fascinating thread.

I have some many house rules that I think I might not be playing D&D any more. A summary of some of the major ones, not dwelling on invented classes:

1. Homebrewed magic system similar to the Star Wars RPG force system (feats grant schools, and skills grants abilities that are powered by vitality points).

2. Corruption/Madness mechanic that combines elements of Star Wars RPG and Wheel of Time RPG (and gives a good mechanic for the insanity-inducing effects of too much magic).

3. Armor is half reflection (bonus to AC) and half soak (absorbs wound damage, but not vitality damage).

4. No universal literacy or common tongue. Only clerics, aristocrats, bards from certain societies and scholars (my new "bookish" class that replaces wizards and sorcerors) begin with the literacy feat automatically.

5. Critical success on skill checks, critical failure/fumble rules on skill and attack rolls (fumble gives attacks of opportunity, reflex save vs DC 10+max damage of weapon to avoid dropping).

My own take on skill focus: it does one of three things, player's choice: either +3 bonus to one skill, or +2 bonus in two closely related skills, or +2 bonus and the skill becomes a class skill from that point on.

Oh yeah--all hit point rolls are average or better. I wonder if anyone still rolls hit points straight any more.
 

Some of my House Rules

1: Each class receives +2 to the number of skill points (i.e. Fighter has 4 skill points, etc).

2: Bluff cannot be used in combat to feint, instead feint falls under the skill Combat Tactics (Int), which is a class skill for Fighters, Barbarians, Rangers, Paladins, and clerics who have the domain of Strength or War. Combat Tactics - Feint is used to perform a feint manuever and to oppose a feint manuever.

3: Ranger, Monk, and Paladin are prestige classes. Of course, the Ranger is modified and the Paladin abilities are based on the diety/religion of the Paladin.

4: Weights for armor and weapons have been adjusted to realistic values.

5: 5' step can occur during any part of the round (you do not have to wait for your turn to take a 5' step). This eliminates the whole "step back 5', shoot/cast." The archer/caster steps back 5' and you promptly and immediately follow.

6: Base Attack Bonuses may be transferred to AC at a 1:1 ratio. Your BAB represents your skill with a weapon, not just your ability in offense but your ability in defense as well. If I have a BAB +10 that means that I am very good at getting a good swipe or stab but that I cannot use that same skill to prevent such things from happening to me??? This is just like the Expertise feat but has no limits to how defensive you can be and I consider it a natural aspect of melee combat.

7: 2E attack order. Every combatant gets one attack in the order of initiative before 2nd attacks are made. 2nd attacks are then made, again in the order of initiative, before 3rd attacks are made. Etc, etc, etc.

8: Skill Focus. +3 to one skill, or +2 to one skill and it counts towards ranks for purposes of determining eligibility for prestige classes.

9: Spot, Listen, and Search are class skills for all classes. Knowledge is a class skill for all classes with limitations (i.e. I would allow a fighter to take Knowledge: Engineering but would not allow a fighter to take Knowledge: Planes).

10: Add Intimidation to Sorcerer skill list, add Intimidation and Diplomacy to Fighter skill list.
 

Here are my house rules, which you might have seen elsewhere...

1) One arrow on person at all times. No more.
2) No 5-foot steps.
3) Three partial actions make a full-round action.
4) A full-round action is 7 seconds, not 6.
5) A Wish or Miracle spell can grant any of the following with a single casting: 10 feats, +5 to BAB, a template that does not actually modify your ECL.
6) Mind Blank protects against everything, even fireball.
7) Mirror Image can be used to create a dancing chorus line that forces your victims to roll 5d100. A result of 2 or higher means that your victim can't attack you that round, that you can flank them with a +25 bonus to attacks, they lose their Dex bonus, suffer a circumstance penalty to AC equal to 8x the number of images you have.
8) Drawing an item from a HHH is a full-day action, unless you know exactly what pocket the item is in, in which case it's a full-day action minus 2 full rounds, which is 14 seconds, not 12.
9) You can sneak attack only once per round (the rogue is broken).
10) Fighters get 2 bonus feats every level (the fighter is broken).
11) The Ranger's favored enemy bonus is multiplied by 5, applies to attack rolls too, and can harm even creatures immune to critical hits, and there is no range limit, and finally, they get a bonus feat every other level (the ranger is broken).
12) Sorcerers can cast twice as many spells per day as shown in the PH (the sorcerer is broken).
13) Wizards can't cast spells at all (the wizard is broken).
14) Clerics get a d2 for hit die (the cleric is broken).
15) Paladins aren't changed at all (the paladin is perfect).
16) Druids can no longer wild shape (it's a stupid ability).

and finally

17) The bard is no longer an available class (they suck anyway).

YMMV.
 

This is a neat thread. Thanks, CR!

Kudos to those groups that actually write their house rules down. We don't. These are some of the ones that we've done:

Sorcerers get the Bonus feats every 5 levels like Wizards do.

You are dead at -con, not -10, but could die at -8 if your con is 8.

We've done a few things to get creative with Sorcerers, like if you have change self, and take alter self, it doesn't count as a spell known, since it's a variation from an earlier spell. Makes sorcerers a little more powerful that way.

We have a new skill called Bully, which is exactly like Intimidate, but is Str based.

We have a new skill called Urban Lore.


Reading some of these others, it occurs to me that our group has HR'd actually VERY little of the game. We play it, for the most part, exactly as written. Of course, we haven't gotten high enough to get to things like Harm, and some of the higher level stuff.
The DM we're playing with now is pretty unforgiving when it comes to changing things, and he mostly sticks to the rules, which frustrates me somewhat, because I would have 20 pages of house rules if I were DM'ing. Our last DM was more willing, but we were all new to 3E (started right after it came out with him), and so we all agreed to play through it as closely to written as possible to see how we liked it.


Some of the things I'd do if I were DM'ing -
major modifications to the way skills work
I like the +2 (ranks) version of Skill focus, but I also like the HR'd +3, so I might implement both varieties. Taking a PrC at a lower level with Skill Focus might be VERY tempting in certain cases.
Major revisions to the Bard class
Revised Wizard spell progression
Paladins as PrC
Ranger as PrC
Tone down the cleric quite a bit (Yes, Victoria, Clerics are too powerful)
Complete revision on making magic items

In general, I prefer more powerful PCs (but still balanced among each other), but I just up the ante on the monsters they're fighting. I find that people are generally happier if they have more power, but it all works out in the end.
 

this thread was started by CRGreathouse at 6:24 PM, 01-30-2002

it has officially become:

The Thread That Would Not Die!


here's a couple of my house rules:

1) death occurs at negative Con score (not -10)

2) initiative is rolled every round

3) (a variant of the instant kill variant) natural 20 rolled is a critical threat. natural 20 rolled again confirms critical, and is a threat do even more damage (critical muliplier +1). if a natural 20 is rolled again (critical multiplier+1) is confirmed, and now threatens (critical + 2), etc. (i've never had a player confirm a critical multiplier + 1, so it doesn't come up often - and still gives the opportunity for an 'instant kill' via lots and lots of damage)


i currently play in two games, one weekly, one monthly. just to give examples of my DM's house rules and homebrew variants, i'll call them DM(E), (Every week) and DM(S), (Sometimes monthly)

(as it relates to a current 'Good Drow' thread, http://enworld.cyberstreet.com/showthread.php?s=&threadid=26978)

DM(S) - drow do not exist. they are replaced by subterranean dark elves
DM(E) - the same

(in regards to Small-sized PCs...)

DM(S) - gnomes and halfling DO NOT EXIST!
DM(E) - they do exist, but on another continent

(initiative)

DM(S) - roll once per encounter
DM(E) - roll every round (or is that the other way around?)

(paladins)

DM(S) - are a PrC
DM(E) - as a normal PC class

(hit points)

DM(S) - you rolled 'em, you got 'em
DM(E) - also does not allow 1's to be rerolled

(experience)

DM(S) - lowers exp awarded if encounter wasn't challenging enough
DM(E) - gives story and role-playing experience awards

and both will allow alternate PC classes (like Monte's Ranger or Bard) and neither have included Psionics
 

Remove ads

Top