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What house rules do you use?
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<blockquote data-quote="the Jester" data-source="post: 205105" data-attributes="member: 1210"><p>1) Roleplaying xp: I give half xp for overcoming challenges. At the end of each session each pc gets a chance to make their case for awards in four roleplaying categories: race, class, alignment and personal. Each award is worth 25xlevel xp (so a full award of all four yields 100xlevel xp for the character). Characters can also get bonus xp for props and especially good ideas (good idea xp is rare; it has to stand out in my mind as a good idea at the time). Overall this slows advancement down a little, but not very much.</p><p></p><p>2) Colorful critical hits: a character who crits then rolls a hit location and effect based on the proportion of damage dealt to target's current hp (current so that even high-level characters and powerful creatures can lose limbs, etc.) This doesn't add damage but does add color, for example broken limbs, scars, missing bits, etc.</p><p></p><p>3) Step equals reach: since it seems that a 15' tall giant would move pretty far in a single step we decided to change a 5' step to an adjustment equal to a creature's natural reach by size.</p><p></p><p>4) Harm gives a Will save for 3d6+level damage.</p><p></p><p>5) Fumbles: On a natural 1 the character rolls a potential fumble. A reflex save, DC15, avoids the fumble (1-3 on the die always fails), but a character unlucky enough to roll a second potential fumble in a row has his reflex save increase 5. If a fumble occurs, the pc rolls 3d6 for severity and then d% to determine exactly what happens, ranging from losing your balance to spontaneously combusting.</p></blockquote><p></p>
[QUOTE="the Jester, post: 205105, member: 1210"] 1) Roleplaying xp: I give half xp for overcoming challenges. At the end of each session each pc gets a chance to make their case for awards in four roleplaying categories: race, class, alignment and personal. Each award is worth 25xlevel xp (so a full award of all four yields 100xlevel xp for the character). Characters can also get bonus xp for props and especially good ideas (good idea xp is rare; it has to stand out in my mind as a good idea at the time). Overall this slows advancement down a little, but not very much. 2) Colorful critical hits: a character who crits then rolls a hit location and effect based on the proportion of damage dealt to target's current hp (current so that even high-level characters and powerful creatures can lose limbs, etc.) This doesn't add damage but does add color, for example broken limbs, scars, missing bits, etc. 3) Step equals reach: since it seems that a 15' tall giant would move pretty far in a single step we decided to change a 5' step to an adjustment equal to a creature's natural reach by size. 4) Harm gives a Will save for 3d6+level damage. 5) Fumbles: On a natural 1 the character rolls a potential fumble. A reflex save, DC15, avoids the fumble (1-3 on the die always fails), but a character unlucky enough to roll a second potential fumble in a row has his reflex save increase 5. If a fumble occurs, the pc rolls 3d6 for severity and then d% to determine exactly what happens, ranging from losing your balance to spontaneously combusting. [/QUOTE]
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