What is your most trivial house rule?


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Magic item creation (other than potions) takes days equal to 1/20 of the square root of the market price (rounded up).

Since we handwave time spent in item creation anyway it's sort of irrelevant mechanically.
 

Character's starting hit points equal their Constitution stat (i.e. Con 14, HP 14) and death is at negative Constitution (i.e. Con 14, death at -14). In conjuction with that, their Constitution score is their percentage change to stabilize instead of a flat 10% (i.e. Con 14, 14% chance to stabilize).
 

Some trivial ones:

• The movement rate of hide armor is 30-ft/15-ft., instead of 20-ft./10-ft
• Don’t assume you know anything about any monster.
• Charm person – if you attempt to charm a creature that would normally be hostile to you, while it is flat-footed, it does not get a +5 to its save.
• Ghost sound – This spell does not require a verbal component.
 


Our single most trival house rule is as follows:

"Under no circumstances may any PC, NPC, monster, or potential character or opponent of any kind become Proficient in using a sack of rusty horseshoes as a weapon."

...it's kinda a weird story, but it was actually necessary to write this rule up... :heh:
 

Ace said:
Just curious.. What is the most insignificant mechanical house rule in your campaign?
If I thought they were trivial, I wouldn't bother to formally house rule it, or informally either, most likely, for that matter. All of my house rules are significant.
 

I have a few that may be called "trivial":

1) I let Monks and Paladins multiclass freely.
2) I ruled that you cannot 5' step diagonal "through" a blocked square. For example if you are just past the corner of a wall, you cannot 5' step "diagonally" to the other side of the corner. On this rule, any square occupied by an enemy is considered "blocked" and in order to 5' diagonally around them, you must make a tumble (DC 15) check.
3) Protection from Evil gives the AC and Save bonus and prevents control, but does not prevent bodily contact from summoned creatures.
4) If you are taking too long to decide what to do on a combat round, I start the stopwatch. If you havent acted after a minute, you pass your turn.
5) Dont roll a saving throw unless the DM is ready to witness the roll.
6) Double headed weapons gain the bonus for weilding a weapon with two regardless of which head is used (normal rule is: 1.5 strength on 1 head and 0.5 strength on other head, like two weapon fighting). I did this to try an make two-headed weapons more "desirable", but still no one uses two -headed weapons.
7) When making potions and scrolls, you can create a number of items up to 1000gp/cost per day to a maximum of 5 (example, it takes 1 day to make 3 300gp scrolls or 1 day to make 5 100gp potions).
8) Medium armor has no movement penalty.

This is just what I consider the "trivial" stuff. I must be really picky!
 

Well, on the same scale as the catoblepas thing, a pretty longstanding rule that has about zero direct effect on the PCs but possibly profound effect on the campaign background is:

Pairings of creatures of disparate races do not, by default, produce hybrid (or any) offspring. Some creatures are close enough, some aren't. Some creatures (such as some fey) can only reproduce by coupling with creatures of other races. Some creatures can reproduce with nearly anything, but in most cases, it takes magic to create hybrids.
 

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