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What is your most trivial house rule?
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<blockquote data-quote="Celebrim" data-source="post: 2297064" data-attributes="member: 4937"><p>Hmmm... ok. Let me think:</p><p></p><p>1) Unless you are of the Tethian or Hakaumora ethnic groups, sling is an exotic weapon. Never comes up because no one uses slings.</p><p>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.</p><p>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). </p><p>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.</p><p>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.</p><p></p><p>OK, and some semi-trivial rules.</p><p></p><p>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 <strong>treasure</strong>."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2297064, member: 4937"] 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 [b]treasure[/b]." [/QUOTE]
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