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What were your 2e houserules?
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<blockquote data-quote="balterkn" data-source="post: 3979004" data-attributes="member: 46546"><p>Generally the house rules were items requested by players to either: try something new/different or simplify something too odd in the RAW. Often, we just removed rules that didn't support the style of game we wanted to play or built in some short cut. The rules in 2e weren't very integrated, so this typically didn't have long reaching consequences.</p><p></p><p>Off the top of my head, in no way complete, these are the ones that were the most memorable:</p><p></p><p>-Individual action XP awards (in use, modified criteria to even out the frequency/value of awards - i.e. no thief getting 200 xp/12" of move silently just for fun or searching in places without traps)</p><p></p><p>-Combat: continuous initiative (rounds were 10 segments, speed+die roll was the number of segments you moved forward towards your next action; math was fun to figure out all the various multiple attack per round modifications, but we were math majors, so it was fine); even a wizard at first level may end up with several attacks with a dagger before that 2-handed sword was swung (but see the next rule)</p><p></p><p>-Combat: the first time creature with a shorter reach attacks one with a longer reach, the defender has the option to take an attack and re-roll their initiative from the current segment (kinda AoO-ish; basically if you have a short sword and attack someone with a spear, the guy with the spear gets a chance to hit you first; this partially offset the benefit that smaller weapons had faster weapon speeds.)</p><p></p><p>-Spellcasting: spell disruption had odd effects (from a Dragon magazine)</p><p></p><p>-Partially removed non-human level limits (advancement beyond the limit was at 1/2 speed)</p><p></p><p>-Cheese-nerfing. If a rule appears cheesy in play, the players have the option to veto it; alternately the DM can request a rule be vetoed if the rule could be abused later by villains in the same way. The catch was that if the players didn't veto a cheesy rule in their favor, the DM was allowed to put them on the receiving end of the rule at least once before the rule was allowed to be vetoed. ("Remember how you guys said that spell worked last time; well it works that way this time for the villains too - maybe we'll change it after you retreat"); sometimes if the cheese was accidental (not central to the strategy), we'd just fix it on the spot. Most typical was agreements about how the invisibility spell and ring of invisibility worked and interacted with other spells/actions.</p><p></p><p>-Non-weapon proficiencies could be learned outside of level advancement, in exchange for investment of game time; typically measured in 1 year increments. No one ever asked about learning weapon proficiencies *shrug*</p></blockquote><p></p>
[QUOTE="balterkn, post: 3979004, member: 46546"] Generally the house rules were items requested by players to either: try something new/different or simplify something too odd in the RAW. Often, we just removed rules that didn't support the style of game we wanted to play or built in some short cut. The rules in 2e weren't very integrated, so this typically didn't have long reaching consequences. Off the top of my head, in no way complete, these are the ones that were the most memorable: -Individual action XP awards (in use, modified criteria to even out the frequency/value of awards - i.e. no thief getting 200 xp/12" of move silently just for fun or searching in places without traps) -Combat: continuous initiative (rounds were 10 segments, speed+die roll was the number of segments you moved forward towards your next action; math was fun to figure out all the various multiple attack per round modifications, but we were math majors, so it was fine); even a wizard at first level may end up with several attacks with a dagger before that 2-handed sword was swung (but see the next rule) -Combat: the first time creature with a shorter reach attacks one with a longer reach, the defender has the option to take an attack and re-roll their initiative from the current segment (kinda AoO-ish; basically if you have a short sword and attack someone with a spear, the guy with the spear gets a chance to hit you first; this partially offset the benefit that smaller weapons had faster weapon speeds.) -Spellcasting: spell disruption had odd effects (from a Dragon magazine) -Partially removed non-human level limits (advancement beyond the limit was at 1/2 speed) -Cheese-nerfing. If a rule appears cheesy in play, the players have the option to veto it; alternately the DM can request a rule be vetoed if the rule could be abused later by villains in the same way. The catch was that if the players didn't veto a cheesy rule in their favor, the DM was allowed to put them on the receiving end of the rule at least once before the rule was allowed to be vetoed. ("Remember how you guys said that spell worked last time; well it works that way this time for the villains too - maybe we'll change it after you retreat"); sometimes if the cheese was accidental (not central to the strategy), we'd just fix it on the spot. Most typical was agreements about how the invisibility spell and ring of invisibility worked and interacted with other spells/actions. -Non-weapon proficiencies could be learned outside of level advancement, in exchange for investment of game time; typically measured in 1 year increments. No one ever asked about learning weapon proficiencies *shrug* [/QUOTE]
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