What is your most trivial house rule?

Reroll 11

If during random char gen a player rolls "11" for a stat, he or she may immediately reroll.

Why? My handwriting is really bad, and I got annoyed at the way I wrote "11", so I began my quest to eradicate it from all character sheets.

Insignificant and silly. :heh:

/M
 

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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).

I've been looking for something like this. I'll also allow it to apply to Quaal's Feather Tokens.
 

eris404 said:
No milking of a character if that character's player is not present. :uhoh:


Ya got a lot of people playing Awakened Jersey Cows in your campaign too?

Fear the Dairy Cow Paladin, Bow before the Great Moo, Lord of Righteousness, Master of Milk, Commander of Cheese, Bringer of Butter, and Curses of Constipation to all who oppose her!
 




Hmmm... ok. Let me think:

1) Unless you are of the Tethian or Hakaumora ethnic groups, sling is an exotic weapon. Never comes up because no one uses slings.
2) Beginning at 15th level, Wizards get 5 1st level spells per day. I hate that unbroken sea of 4's. Never comes up because no one ever becomes a 15th level wizard, and even if one did it would probably only come up on days that such wizard was running low on spells.
3) Commoners get good Fort saves. I just figure that commoners ought to be well suited to surviving ordinary challenges like disease and such. Never comes because the PC rarely interfere with commoners (or vica versa).
3) Commoners get proficiency in one simple weapon OR trident OR sythe OR net. I figure that the weapons commoners end up with proficiency in or weapons that they first encounter as tools. Never comes up for the same reason as #3, and even then it would have to be with a commoner armed with said weapons.
4) Experts get 8 skill points per level, not 6. Actually, this is not so trivial as it lets me flesh out NPC's with suitable skills quite easily, and presumably at some point it might even lure a player into taking a level in expert rather than rogue. But in practice, its effect almost never comes up. I just figure that if rogue was so superior to expert, that almost every skillful person would be one and I don't like how the flavor of that comes out.

OK, and some semi-trivial rules.

5) Masterwork weapons are worth 10 times the base weapon, minimum 10 g.p. (minimum 1 g.p. per ammunition). Masterwork clubs are affordable. Masterwork rapiers are not. On the one hand, this is actually not as bad as it sounds as most weapons and armor are only worth about 1/3rd of the prices in the book, so a mw longsword for example 'only' costs 50 g.p. On the other hand, my campaign has a 'realistic gritty economy' that runs on a silver peice standard not a gold peice standard and uses the historical 1:20 ratio, so starting characters without the Wealthy advantage only begin the game with 10-12 g.p. in 'savings' to spend on things like weapons and armor. "You are a medieval peasant. Chainmail is worth a years wages. Gold is treasure."
 

That is creepy. I am definitely going to glom this, if you don't mind.

And I third or so the halfling = hobbits house rule.

WayneLigon said:
Ghouls have a Climbing movement rate. For some reason I love the idea of Ghouls and Ghasts skittering around on the walls like skinny pale spiders.
 

I've only got 2 "house rules" though they have nothing to do with game mechanics, and we only use them in one of my two campaigns for now, where I had to address specific issues.

First, your PC will not threaten another PC without an extremely good reason. IOW, you won't make a character so unstable that he would threaten or assault a close friend on a whim. Apparently, a couple of players of particularly savage characters (a tauren and an orc) got into their minds that anyone who disagrees with them is dumb and that an attack for non-lethal damage or very little damage is a good way to explain your position. Now, I really like it when people do stuff because of roleplaying. But I really don't like it when people do stuff, and then try to justify it with roleplaying. So that had to stop. You attack a PC, you're being a jackass and you're out of character too, subdual or not.

Second, you have 10 seconds to decide what to do in combat. This doesn't include rolling dice or looking up rules, but it does include talking with the other players. When the time is up, the last action you've declared is what you do, or you lose a round. This because players would chat or read manuals while not their turns, and then when their turn came they would have to be explained what happened, reassess the situation, and then take a decision. And, because one player kept telling everyone else what to do. He's a good tactician, but that doesn't change the fact that discussing every action of every character is an irritating waste of time. I had grumbling from spellcasters, who claimed that you need several minutes to choose which spell to cast and that you couldn't choose it before your turn because even a simple movement could force your whole strategy to change. Since these same players would take 5 minutes to choose what to do even when the situation didn't change one bit from the previous round, I didn't shed a tear.
 

1. Dwarves and Kobolds are INCAPABLE of successfully interbreeding, no matter HOW MANY of them you charm/dominate.

Oh, wait. You want TRIVIAL house rules, not EXTREMLY IMPORTANT ones.

Umm, I guess it would be that orc physiology includes a baculum bone. (Try google kids, If you don't want to know, don't ask).

Just a random, on-the-spot dice roll I had to make when dealing with a player from backwoods Kentucky in response to the question "Is it like a Raccoon's? If so I'll take it for a Lucky Charm. Wanna see my collection of Raccoon *Bleep* Bones?).

And, actually, if your a fan of natural science, a orc having said skeletal differences sort of fits in with the brutal, violent aspects of their published culture.

So it fits (umm, so to speak).

Ok, here is what a baculum is: a penis bone. See? I warned you.
 

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