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What house rules do you use?
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<blockquote data-quote="willpax" data-source="post: 212984" data-attributes="member: 1602"><p>Let me begin by saying that this is a fascinating thread. </p><p></p><p>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: </p><p></p><p>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). </p><p></p><p>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). </p><p></p><p>3. Armor is half reflection (bonus to AC) and half soak (absorbs wound damage, but not vitality damage). </p><p></p><p>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. </p><p></p><p>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). </p><p></p><p>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. </p><p></p><p>Oh yeah--all hit point rolls are average or better. I wonder if anyone still rolls hit points straight any more.</p></blockquote><p></p>
[QUOTE="willpax, post: 212984, member: 1602"] 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. [/QUOTE]
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