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What house rules do you use?
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<blockquote data-quote="Imret" data-source="post: 424448" data-attributes="member: 991"><p><strong>More than five, but aren't they all?</strong></p><p></p><p>1- Numerous core class revisions: The monk has been completely redone, the ranger is no longer a spell-caster, the paladin has been tweaked for greater flexibility, we use Monte's sorc and bard, and have added about 6 others not contained in the PHB, including the witch (found somewhere on these boards), shaman (Netbook of Classes), priest (a non-combat divine caster), and nemesis (LE paladin counter-class).</p><p></p><p>2- Rather than an extra action, being hasted provides the following flat bonuses: +6 initiative (which takes effect at the end of the casting round), +6 AC, increases movement speed by 50%, +2 to attack and damage, +4 to Dex-based skill checks.</p><p></p><p>3- Undead roll 3d4 per HD, rather than 1d12 (HD for spell effects remains unchanged).</p><p></p><p>4- <em>Harm</em> is used as written, but dragons and oozes are immune to its effects. This one is still in progress, and may become a "kill/half hp lost" spell.</p><p></p><p>5- Each god offers its clerics an additional divine ability powered by turning attempts.</p><p></p><p>6- HP rolls for level advancement are, at minimum, 1/2 the possible roll.</p><p></p><p>7- The "standard" elf favored class is ranger; my high elves are closer to the Wood Elves in Warhammer.</p><p></p><p>8- "Buff" spells last 10min/lvl. I can't think of a 12th-level wizard alive who wouldn't trade a 2nd-level slot for more bonus spells, higher save DC's, and better Spellcraft rolls all day.</p><p></p><p>9- Slightly improved druid weapon list.</p><p></p><p>10- Dwarves suffer a Dex penalty, not Charisma, and suffer no base movement penalty for medium or heavy armor (though in heavy, they may still only run at x3).</p><p></p><p>11- Martial weapon proficiencies are given in groups.</p><p></p><p>12- Elven martial knowledge provides a +1 bonus to hit if proficiency in the weapon is granted as a class ability.</p><p></p><p>13- Most elvish subraces are altered fairly significantly (only one gets the hidden doors detection, most receive skill bonuses and automatic class skills...and you should see my aquatic elves. Ooooh....barracuda! <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>14- Crossbows deal 1d4+x damage, where x is enough to provide its old maximum damage.</p><p></p><p>And 15, the most controversial rule of all- Roll for your stats*! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>And some of the rules under examination include Death's Door, favored classes, defensive fighting, and the option of replacing the familiar for wizards with some other ability.</p><p></p><p>* - Yes, I realize this isn't technically a house rule, but it would seem to be different from most games run by board members. ^_^</p></blockquote><p></p>
[QUOTE="Imret, post: 424448, member: 991"] [b]More than five, but aren't they all?[/b] 1- Numerous core class revisions: The monk has been completely redone, the ranger is no longer a spell-caster, the paladin has been tweaked for greater flexibility, we use Monte's sorc and bard, and have added about 6 others not contained in the PHB, including the witch (found somewhere on these boards), shaman (Netbook of Classes), priest (a non-combat divine caster), and nemesis (LE paladin counter-class). 2- Rather than an extra action, being hasted provides the following flat bonuses: +6 initiative (which takes effect at the end of the casting round), +6 AC, increases movement speed by 50%, +2 to attack and damage, +4 to Dex-based skill checks. 3- Undead roll 3d4 per HD, rather than 1d12 (HD for spell effects remains unchanged). 4- [I]Harm[/i] is used as written, but dragons and oozes are immune to its effects. This one is still in progress, and may become a "kill/half hp lost" spell. 5- Each god offers its clerics an additional divine ability powered by turning attempts. 6- HP rolls for level advancement are, at minimum, 1/2 the possible roll. 7- The "standard" elf favored class is ranger; my high elves are closer to the Wood Elves in Warhammer. 8- "Buff" spells last 10min/lvl. I can't think of a 12th-level wizard alive who wouldn't trade a 2nd-level slot for more bonus spells, higher save DC's, and better Spellcraft rolls all day. 9- Slightly improved druid weapon list. 10- Dwarves suffer a Dex penalty, not Charisma, and suffer no base movement penalty for medium or heavy armor (though in heavy, they may still only run at x3). 11- Martial weapon proficiencies are given in groups. 12- Elven martial knowledge provides a +1 bonus to hit if proficiency in the weapon is granted as a class ability. 13- Most elvish subraces are altered fairly significantly (only one gets the hidden doors detection, most receive skill bonuses and automatic class skills...and you should see my aquatic elves. Ooooh....barracuda! :D). 14- Crossbows deal 1d4+x damage, where x is enough to provide its old maximum damage. And 15, the most controversial rule of all- Roll for your stats*! :p And some of the rules under examination include Death's Door, favored classes, defensive fighting, and the option of replacing the familiar for wizards with some other ability. * - Yes, I realize this isn't technically a house rule, but it would seem to be different from most games run by board members. ^_^ [/QUOTE]
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