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What house rules do you use?
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<blockquote data-quote="Hygric" data-source="post: 416083" data-attributes="member: 7429"><p>ok, here are some of my house rules:</p><p></p><p>1. Use the Monte Cook sorcerer and bard instead of the PHB classes.</p><p></p><p>2. Harm spell: Will save for half your hitpoints blown away.</p><p></p><p>3. The -10 hp death threashold is modified by your constitution modifier, so a con 16 person can bleed down to -13 before dying.</p><p></p><p>4. Half of the magic item xp cost (except for potions and scrolls) must be converted into power components at 25 gp worth per xp. These components cannot be purchased, but the gp value of them is there to give me a guide about what sort of challenge it should be to get the components. No other use of power components is allowed.</p><p></p><p> eg, a sword +2 normally costs 4000 gp and 320 xp to make. Under my system, it would take 4000 gp, 160 xp and 4000 worth of power components. Looking at table 7-2 in the DMG, that is the treasure value for a CR 9 encounter (plus an extra 500 gp). So in this case I might rule that the wizard needs to use a hammer owned by a frost giant smith to work the blade.</p><p></p><p>5. the skill focus feat gives a +3 instead of a +2 (hmm... ever get that deja-vu feeling? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p><p></p><p>6. 32 point buy for stats, and what you roll is what you get for HP, although the option of taking the average is always available.</p><p></p><p>7. No character can take more than one 10 level prestige class ever. (boy was this one unpopular when I first brought it up!)</p><p></p><p>and finally, comming soon: a re-work of the comming back from the dead rules to make it a bit more of an event instead of a minor hicup in a characters routine.</p></blockquote><p></p>
[QUOTE="Hygric, post: 416083, member: 7429"] ok, here are some of my house rules: 1. Use the Monte Cook sorcerer and bard instead of the PHB classes. 2. Harm spell: Will save for half your hitpoints blown away. 3. The -10 hp death threashold is modified by your constitution modifier, so a con 16 person can bleed down to -13 before dying. 4. Half of the magic item xp cost (except for potions and scrolls) must be converted into power components at 25 gp worth per xp. These components cannot be purchased, but the gp value of them is there to give me a guide about what sort of challenge it should be to get the components. No other use of power components is allowed. eg, a sword +2 normally costs 4000 gp and 320 xp to make. Under my system, it would take 4000 gp, 160 xp and 4000 worth of power components. Looking at table 7-2 in the DMG, that is the treasure value for a CR 9 encounter (plus an extra 500 gp). So in this case I might rule that the wizard needs to use a hammer owned by a frost giant smith to work the blade. 5. the skill focus feat gives a +3 instead of a +2 (hmm... ever get that deja-vu feeling? :D ) 6. 32 point buy for stats, and what you roll is what you get for HP, although the option of taking the average is always available. 7. No character can take more than one 10 level prestige class ever. (boy was this one unpopular when I first brought it up!) and finally, comming soon: a re-work of the comming back from the dead rules to make it a bit more of an event instead of a minor hicup in a characters routine. [/QUOTE]
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