Okay, I've dm'd on and off for several years now and over that time I've come across several house rules that I've liked or that I've borrowed from other games. Here's a few I'd like the community to look over and tell me what they think of them and any suggestions for making them better or more streamlined.
1.Hit Points: Your characters will begin with maximum hit points at 1st level character creation. When rolling for HP upon gaining 2nd level, you may bump the die roll by 3 points up to the maximum possible result on that die. This procedure will continue at 3rd and 4th level lowering the adjustment by 1 point each time. Thus you would modify the die by 2 points at 3rd and 1 point at 4th.
I will also be using whats called a Hit Point Kicker, an option I've borrowed from Hackmaster. Each creature and player receives bonus hp at creation based on their size. This helps promote character survival at those early fragile stages.
Fine 0
Diminutive 0
Tiny 0
Small 5
Medium 10
Large 15
Huge 20
Gargantuan 25
Colossal 30
2.Dice Penetration: Basically how this works is whenever a die is used to roll damage to hitpoints or healing of the same then if the maximum possible result is rolled you get to roll another die of the same size with a cumulative -1 modifier to the total damage dealt or healed. The -1 modifier therefore continues to accrue each time another die is rolled effectively capping the maximum possible so as to not make it too ridiculous. For example, suppose your basic fighter attacks with a greatsword and rolls his 2d6 for damage, say he rolls a 2 and a 6. He then rolls another d6-1 because he penetrated on the 6. If he rolls a six on the penetration dice then he rolls another d6 but now with a -2.
3.Armor Damage/Damage Reduction: I use a slightly modified rule from Hackmaster which allows a character's armor to absorb some of the damage from a hit that the character otherwise would have suffered. The armor takes this damage instead, requiring it to be repaired at some point. Armor will slowly lose a level of AC protection as it continues to take more damage, until the point where it becomes unusable and no longer provides any AC bonus at all. The amount of damage that a suit of armor will protect against will vary depending on material and quality but will always provide a DR of at least 1 until it reaches 0 armor points. This DR is subtracted from each die roll of damage that the character is effected by.
This DR is also effective against spells as well (except for the force only spells that are able to hit incorporeal creatures with no miss chance).
AC_____|___1_|___2_|___3_|___4_|___5_|___6_|___7_|___8_|___9_|
HP_____|__10_|__10_|__10_|__20_|__20_|__20_|__30_|__30_|__30_|
DR_____|___1_|___1_|___1_|___1_|___1_|___1_|___2_|___2_|___3_|
THP____|__10_|__20_|__30_|__50_|__70_|__90_|_120_|_150_|_180_|
Modifiers for special materials
Adamantine: 1/3 more hp per AC level, additional DR= 1/light, 2/medium, and 3/heavy per AC level.
Darkwood: no change, just lighter than steel.
Dragonhide: no change in hp, but one extra DR at each AC level.
Cold Iron: no change.
Mithral: no change in hp, but one extra DR at each AC level.
Silver, Alchemical: no change.
I have'nt quite got the hard/fast rules for what it will cost to repair the armor as of yet. My players usually find a wizard with a repair spell to do it for them. This works for now but if they have a capable wizard in there own party then it lessens the cost impact it's supposed to have on the characters. So I probably need to come up with something to remedy that situation.
4.Languages: Speak Language shall be considered a class skill for everyone. At character creation, the player may choose to learn a number of languages equal to there intelligence bonus from the list of bonus languages for their chosen race at no cost of skill points. This does not have to include the common trade language, but it is recommended. Any languages learned after character creation must be purchased with ranks in the Speak Language skill.
The maximum number of languages a character can learn will be limited to twice their intelligence modifier, minimum of 1 unless they possess a very low intelligence score at which point they speak a very simple form of their native tongue. If they have an extremely low score then they most likely communicate through hand gestures and grunts.
This is something I use just because it seems unreal for someone with a low intelligence to know as many languages as they feel like spending points in. For instance they have a hard time adding 2+2=4 but they can speak fluently in 12 different languages. Seems a little silly to me.
5.Reading/Writing: Characters do not automatically know how to read and write. If you wish to be able to read/write a language, you must spend skill points in Read/Write in order to do so. Also barbarians are restricted from learning to read or write during character creation, although they can learn the skill later if they so choose.
Read/Write is a class skill for the following classes: Bard, Cleric, Monk, Paladin, Rogue, and Wizard.
With Pathfinder's slightly different skill point system I'm not sure how to implement this now.
6.Criticals: For now I will be using the regular critical threat range and then roll to confirm. I will also however be using a roll to confirm for critical misses. The critical miss roll will involve any roll of a natural 1 normally. If your character has a negative modifier from dexterity this range will be increased by that amount. If an attack roll falls within that range, the player rolls again to confirm just like a critical hit, however if you miss the defenders armor class on the confirm roll than it will be a critical miss, if you hit the defenders armor class on the confirm roll it will simply be a regular miss.
The actual roll to decide what critical effect of a miss will happen is made by me behind the screen. However I will list below what the die range and effects will be, subject to change as I strive to make it a better system.
1-5 = Hit your closest ally
6-10 = Damage your weapon in some way
11-15 = Drop or throw your weapon
16-20 = Open yourself up to an attack of oppurtunity by your opponent
7.Firing Into Melee: I seriously plan on revamping the rules for this as I really can't find a good explanation for what happens when people try this. I will also need to incorporate the effects of the couple feats that touch on this kind of thing so that it still works smoothly as the game progresses into higher levels.
Essentially I feel there should be the chance of hitting any combatant of a melee when firing into one, as they tend to move around ducking and dodging their opponents swings. Nearly every game, I still get the crazy low level archer that wants to fire into melee when their own party members might take the arrow instead of their opponent. And currently the rules don't seem to frown on this at all. They just give you a -4 to hit and if you miss then you don't hit anything.
Ok thats pretty much all of them. Tell me what you think, and hopefully you can give me some suggestions to help streamline them and make them better.