Minor Houserules you feel are an improvement to the game


Homebrew

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A simple change I use is what I call Diablo stacking. Energy Resistance from different sources stacks. It never made any sense to me that an Ifrit could take the obvious choice of fire bloodline sorcerer and have their racial energy resist become completely useless.

Also, identical types of damage reduction stack. If adamantine armor is tough, and barbarian skin is tough, one doesn't stop being tough just because the other is more tough.


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Pathfinder Adventure Path, Companion, Modules, Roleplaying Game Subscriber

I like the rule about energy resistances and DR stacking. I would want to clarify the different sources but I think it makes sense and isn't too overpowered. Makes racial resistances still meaningful even after other sources of resistance are available. Which feels right - an Ifrit should have better fire resistance than most others.

(If you don't want this to be a universal change the easy option would be for racial resistances to be changed to a bonus to any resistance of that type that you already have. Much like how some items grant an enhancement bonus to natural AC).

Paizo Employee Community & Digital Content Director

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Removed a series of derailing and argumentative posts.

Liberty's Edge

One of my house rules regarding Armor and Damage Resistance is to ignore types of bonuses when Spells and Magic Items are involved; +8 Bracers of Armor and Mage Armor for instance would still stack with normal armor.

Now if you cast Mage Armor on yourself while *wearing* BoA, you would only get half the benefit of the weaker bonus because the spell and item operate the exact same way.


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Here's one I want to try. Spell slots, including formulas, stay prepared till used or replaced. When the character goes up a level, or gets a boost to an ability score, prepared slots are affected. Thus your cure light wounds spell or oil can gain another die.

This will insure that casters woken by an ambush will still have their remaining spells(too bad, so sad). Formula with expensive ingredients will not magically separate out at the end of the day. Being turned to stone for a year will not clear all your spell slots.

Related, spells cast with at least a 12 hour duration can be extended indefinitely as long as their spell slot remains otherwise empty. This reflects how the spell might be cast every morning, but without the extra bookkeeping.

Also related. Each character can have something they always do. The rogue always checks a new thing or place for traps. The bowman always attempts spot checks. ect.


It took some time, but I've put together all the stuff I liked from this thread plus some of my own stuff into this doc.


You have an interesting selection there. Why are you keen on replacing the +2/+2 feats with Skill Focus?


The barbarian rage details look good.
I was going to suggest that rage from an item or race should be in addition and by the separate rules, but you pretty much took care of that. If the GM lets you play an awakened owlbear, you would get one more rage per day per point of con. bonus. Same rules, you keep attacking till you are exhausted or knocked out.

I just remembered. FF meanes flat footed.


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I like what you've done with the crafting feats, though I'd suggest the name "Craft Consumable" for SS/BP and throw in the ability to make elixirs and feather tokens as well at 5th-level.


Arakhor wrote:
I like what you've done with the crafting feats, though I'd suggest the name "Craft Consumable" for SS/BP and throw in the ability to make elixirs and feather tokens as well at 5th-level.

Also CT for Craft Tile. A tile functions sort of like a potion but you break it over what you want affected, for healing. For summoning, you toss it where you want the thing, it breaks, and is replaced by what the creator specified. Light and silence can radiate from the largest remaining piece.


I didn't replace the +2/+2 with skill focus, I combined them (+2/+3). I guess I didn't word it too well, so I tweaked it. I always felt like the skill focus and +2/+2 feats were kinda useless and never really taken except by someone using a build that made one of those skills super useful in combat, or by someone just treating it as a feat tax for a prestige class, so I decided to make them more attractive.

Thanks for the Barbarian support. After reading Clariel I really liked the idea of the uncontrollable (or hard to control) rage and wanted to figure out a way to bring that to Pathfinder.

I'll make the suggested changes to the crafting feats. I'm trying to keep it to non-3rd party stuffs.


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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Here is my list im working on for an up coming campaign, i have taken some from here and added some of my own please tell me your thoughts

Hit Points:
Characters start first level with max hit points and gain max hit point for every level up till 5th level after 5th level roll for hit points using this chart
• D6 Hit Points = 3+1d3
• D8 Hit Points = 4+1d4
• D10 Hit Points = 5+1d5
• D12 Hit Points = 6+1d6
Hero Points:
As in the Advanced Players Guide Pg. 322-325, with one change being that your maximum amount of hero points is 3 plus half your level instead of just 3 (http://www.d20pfsrd.com/gamemastering/other-rules/hero-points)
Drawing an Item:
Any character who can draw a weapon as a part of a move can draw anything reasonable (a wand, potion, etc.) as a part of move. This is also true for the feat quick draw
Healing:
When using a healing effect and the player do not like the roll of the dice they may take a standard amount equal to half of each dice.
Raging:
For all class rage abilities the bonus hit points granted are temporary hit points that are lost first when a character takes damage, they disappear when the rage ends, and are not replenished if the character enters a rage again within 1 minute of her previous rage.
Vital Strike:
Vital Strike Feat chain can be used anytime you make a single attack. (Charge, Spring Attack, Etc.)
Shield Bash:
The bashing armor property from ultimate equipment stacks with the spiked shield weapon dice increase.
Combat Maneuvers:
Combat maneuvers only provoke an attack of opportunity on a failed attempt
Fumbled Concentration Checks:
Anytime a spell caster rolls a natural 1 and fails their concentration check they provoke an attack of opportunity.
Critical Successes and Failures:
For skill and ability checks, a 20 is not an automatic success and a roll of a 1 is not an automatic failure. If you roll a natural 20 it counts as if you rolled a 30 on the d20, if you roll a natural 1, it counts as if you had rolled a -10
Critical Hits (Critical Hits Deck)
On confirmed critical hits the player will draw from the critical hit deck
• When resolving a critical hit with an x3 of x4 weapon draw one card. If the weapon has an x3 critical modifier, increase the base damage dealt by the card by one step. So, a card that deals “normal” damage plus an effect would deal “double” damage plus the listed effect. Cards that deal “double” damage would deal “triple” damage and so on. If the weapon has a x4 critical increase the base damage dealt by the card by two steps
• If the character scoring the critical hit also has Weapon Focus in the weapon used, the player may draw an additional card and chooses which result to apply. A Character with Greater Weapon Focus may draw two additional cards
• Only Important NPC/Monster draw from the Critical Hits Deck, all other NPC/Monster follow standard critical rules.
Critical Fumbles (Critical Fumble Deck)
Whenever the attacker rolls a natural 1 on the dice the attack misses and there is the threat of a fumble. The attacker must immediately made a confirmation roll, using their full B/A with all modifiers. If the attack roll would miss the target the character fumbles and must draw a card from the deck.
• All PCs, NPCs and Monsters draw from the Critical Fumble Deck
• The DC for the save effects is equal to the targets AC unless a DC is listed on the card.
• If the character scoring the critical miss also has Weapon Focus in the weapon used, the player may draw an additional card and chooses which result to apply. A Character with Greater Weapon Focus may draw two additional cards
Spell Failure:
Any Spell cast will automatically fail if the player does not know how the spell works when casting. This includes all Summoning and Wildshape spells that require you have the stat block ready on a phone/computer/index card at time of casting.
Instant Death
If a character rolls 3 20s in a row on an attack the victim of the attack is automatically reduced to the dying condition. If a character rolls 3 1s in a row on an attack the attacker is automatically reduced to the dying condition. (Character must be vulnerable to instant death)
Experience Points:
Characters will not receive Experience points but will be given levels when the GM and the story provides for it.
Books in Use:
Only Paizo books will be allowed in this game. Anything from Paizo before the Pathfinder RPG will be converted


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

So I killed the thread LOL

Scarab Sages

Hit Points: Always maximum for players, important NPCs and monsters. I justify that players are not simple people they are destined to victory, as much as Majors, Dragons and others.

Wealth: 75% of the maximum of the rolls. So 3d6x10 means 135g at start.

Traits: They are given by to correspond their background, and are given after 1-2 levels chosen by their actions and decisions.

Golden Rule: If something do not correspond exactly with the rules, I often roll any dice and decided to the funniest way.

Scarab Sages

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Joey Virtue wrote:
So I killed the thread LOL

Nah, let´s reroll it... :D

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Point Buy: 24 Points. Stats below 10 do not give bonus points.
Cards: I grabbed the card system from Carrion Crown.
Rules
Players always begin with three cards.
One card is given per level.
Players can never have more than 5 cards.
Due to my 'no experience' rule anyone who does something very clever or roleplays really well can gain additional cards.

In addition to the normal powers of Harrow Cards in that system I have the below effects.

Two Cards
A player can reroll their HP for a level gained.
A player can also negate a source of damage that would have otherwise killed an NPC or an animal companion and immediately stabilize them.

Three Cards
A player can negate a source of damage that would have killed either their character or another character and immediately stabilize them.

Hit Points: Characters can always reroll one '1' result on a hit point roll.

Bows: If a character is somehow carrying a bow and another weapon (a spiked gauntlet/spiked armor) that character does not threaten with that weapon if they wielded a bow in their previous attack.

Bombs: Fast Bombs can not be used with Two-Weapon Fighting.

Pretty much everything else on my house rules is stuff that I've banned and I'm just gonna avoid that discussion. :)


Corporeal undead use their Strength bonus to determine bonus hit points, instead of Charisma. Not only does it seem more plausible, but it avoids the "Zykon problem" - a sorceror lich shouldn't have much more HP than a wizard lich!


Why can't a wizard lich have bonus hit points from intelligence.
If one of my clerics becomes a lich, why can't they get bonus hit points from wisdom. More time for them to cull the weak and unworthy. Your fall or winter druid would make a fine lich.


This is why I decided to have corporeal undead's bonus hit points based on Strength. It makes Strength more important, and seems fairer and more plausible than basing bonus hit points on a mental or social attribute. (As well as my long experience with other game systems such as the pre-6th Hero System and Fourth Edition GURPS). I also developed a feat called "Strong Muscles" which when taken, enable the character to add his (or her) Strength bonus to each hit dice.


Morgan Champion wrote:
Corporeal undead use their Strength bonus to determine bonus hit points, instead of Charisma. Not only does it seem more plausible, but it avoids the "Zykon problem" - a sorceror lich shouldn't have much more HP than a wizard lich!

I really like that, actually. Makes zombies something a little more than a speed bump.

Some of my house rules:

Cold iron weapons ignore magical AC boosts and cold iron armor provides spell resistance. As a drawback, they cost even more to enchant now, unless you're putting more spell resistance on your armor.

Any straight sword with a pointy end (e.g. shortsword, longsword, greatsword) can be used to do piercing or slashing damage.

All weapons and armor weigh 1/3 less than their Pathfinder values.

Everyone gets perception.

Classes with 2 base skill points get bumped up to 4. Monks get 6. Rogues get 10.

You can use reposition to hurt people.

Throwing weapons can be enchanted as if they were ammunition.

You can use strength to attack with thrown weapons.

Instead of a flat 300 gp increase, masterwork weapons instead cost 11x as much, and masterwork armor costs 6x as much. This allows you to buy masterwork daggers by the pail, but masterwork full plate is beyond the reach of most people. To compensate for the relatively more expensive armor, masterwork armor now gets +1 to its dex bonus as well.

You can reduce the ACP of your armor by your strength modifier. If an armor's effective ACP is 0 through any combination of materials or abilities, it has no speed penalty.

If you commission a suit of masterwork half plate or full plate, its max dexterity bonus is raised by 1 when you wear it. This stacks with the benefit of mithril.


A natural 1 and a natural 20 on an attack roll are both threats. When rolling a 1, you roll once again and if you don't score a hit, it is a critical failure.

This becomes important when using Critical Generators since a critical failure can turn any combat situation ugly real quick.


I've looked through the Bestiary, and bonus hit points seem to be given to undead and constructs because of intangibles. You want to give zombies more bonus hit points per dice, just do that. If you pin it to just one stat, you will gimp whatever creature doesn't have that as their main stat.

Liberty's Edge

When a 15 Fighter confirms a critical hit or makes a kill, every Ally will get a moral bonus to all saves and attack rolls.

Level 10 Fighters will get to roll twice and take the better result to confirm critical hits.


Starfinder Charter Superscriber

I have 4 house rules:
1) if you roll less than half for hp,you automatically get half hp (d8 ruling a 1 gives you a 4)
2) since we're paying skull and shackles, there's a permanent damage table. Instead of Massive damage, (which my fellow dm got rid of) you roll from the same chart.
3) if you die with only one hp, you can come back with a roll of the permanent damage table.
4) if you die in a way you can't come back from easily (basilisk, shadow) and have 2 hero points... take that roll lol

Liberty's Edge

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Getting a Natural 20 on a Skill Check will give you a +10 "Critical Bonus"

Liberty's Edge

Also, another good one:
- Martial characters, such as Fighters, that are high-enough in level can still do Nonlethal damage with weapons if they meet a target's Touch AC but fail to meet their Full AC.


Seth Dresari wrote:

Also, another good one:

- Martial characters, such as Fighters, that are high-enough in level can still do Nonlethal damage with weapons if they meet a target's Touch AC but fail to meet their Full AC.

I like this, I think it could work better as a style feat chain instead of just being given for free. Here's what I've come up with so far, but I definitely could use a better name for the style.

Armor Ringing Style
Requirements: Str 13, Power Attack, BAB +6
When you fail to hit a creature with an attack but the same attack roll would have hit the target's touch AC, you deal an amount of non-lethal damage to the target equal to your power attack's damage bonus. No other additional damage or effects relying on damage are dealt in addition to this non-lethal damage except for the other feats in this feat chain.

Improved Armor Ringing Style
Requirements: Armor Ringing Style, Str 15, Power Attack, BAB +11
The non-lethal damage dealt by Armor Ringing Style is increased by your normal strength bonus to damage for your weapon.

Greater Armor Ringing Style
Requirements: Improved Armor Ringing Style, Str 17, Power Attack, BAB +15
When you deal non-lethal damage with Armor Ringing Style, you instead deal your full weapon damage with modifiers as non-lethal damage. Precision damage is not added to this damage.

Liberty's Edge

Thanks! I also had an idea for a BAB Scaling Feat to replace the existing system for AoO.

Because Attacks of Opportunity disrupt the flow of the game, but seem to be a necessary evil when you think about Rogues zipping between the Wizard and the Paladin, and because Martials are still a little bit weaker than Casters at higher levels, I decided to take the Combat Reflexes feat and change it to the ability to perform Attacks of Opportunity period;

Combat Reflexes:
- Enables you to perform Attacks of Opportunity
- Granted as a Bonus Feat to the Barbarian and Fighter at Level 5, the Ranger and Rogue at Level 10, and to the Paladin and Monk at Level 15.
- Max AoO's per round scales with Base Attack Bonus; at BAB 4+, you can perform two. BAB 7+, you can perform 3. Four at BAB 10+, and so on.

Spellcasters can still use AoO, but they now need to spend a feat slot to do it. Also, Monks and Paladins get it last because Monks are generally OP compared to other Martials and Paladins are part Divine Caster.

Silver Crusade

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Seth Dresari wrote:
Monks are generally OP compared to other Martials

I'm disappointed this comment was in your post, because all the other ideas were pretty good, but I can't look past how wrong this statement is. Monk is usually one of the bottom 3, along with fighter and rogue.

IMO monk should get it at 10 instead of ranger. Also, is there any compensation if you took it as a regular feat before you got it as a bonus feat? Something like choosing any combat feat instead, or counting your BAB as 6 higher for determining how many AoOs you have.


Riuken wrote:
Seth Dresari wrote:
Monks are generally OP compared to other Martials

I'm disappointed this comment was in your post, because all the other ideas were pretty good, but I can't look past how wrong this statement is. Monk is usually one of the bottom 3, along with fighter and rogue.

IMO monk should get it at 10 instead of ranger. Also, is there any compensation if you took it as a regular feat before you got it as a bonus feat? Something like choosing any combat feat instead, or counting your BAB as 6 higher for determining how many AoOs you have.

Love it. I have been thinking of removing all AoO's and making them possible only through a feat ever since I ran the Beginner Box rules. I LOVED not having AoO's. Rolling it into the Combat Reflexes feat is rather brilliant. I'll likely steal that.

I'd say the fighters and monks need it from level 1. Fighter is supposed to be the ultimate war machine and monks are supposed to be all over, like Bruce Lee. At the very least, fighters should have the option to take it as their bonus combat feat. Make it a rogue talent choice for rogues at 2nd level, as they're the ultimate opportunists. Make it a rage power for barbarians. Maybe throw it onto the thematically appropriate ranger combat styles as an option. For everyone else, there's the feat if you want it.


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Pathfinder Adventure Path, Companion, Modules, Roleplaying Game Subscriber

for folks removing Attacks of Opportunity you do realize that it has a lot of side effects:

1) anyone can use any combat maneuver without a penalty (so all the improved combat maneuvers become less useful feats - just giving a +2 and qualifying someone to take the greater combat maneuvers feats

2) without AoO's anyone can move around the battlefield without penalty

3) without AoO's anyone can shoot ranged weapons even when in melee (meaning that the usually level 10+ feats to allow that are rendered basically pointless

4) without AoO's any caster can cast in melee without risk (making caster's even more powerful by removing one of the biggest limits on casters in combat - the threat of AoO's being provoked by casting - this makes the feats for combat casting somewhat pointless and makes the Magus class even more potent

5) there are some other rarer actions that provoke AoO's which would no longer be hard to pull off in combat

in short I don't think I would be eliminating AoO's in my own games (or making it take a feat to take them) as the risk of provoking an AoO is a core part of many balancing systems of Pathfinder combat (IMHO) - eliminating them also I think tilts too much in the favor of casters


I agree, Rycaut.


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For my part at least, I intend to remove AoO's provoked by movement only. Casting spells, drinking potions, etc. still provoke. Just not movement. But, Rycaut, numbers 1 and 2 on your list sound like great improvements to me. I would LOVE to see more Combat Maneuvers in my games. They make combat more variable and dynamic. I've house ruled AoO's from Combat Maneuvers away anyway.

Remember, this isn't my thing. Pathfinder already did it with the Beginner's Box and it made combat so much smoother and quicker. I am a fan.


It also made combat even more like Final Fantasy...non-reactive. One side attacks, and stays in his spot, the other side attacks. They miss, or they do damage. That's the only option. There isn't a way to make it feel like this. You will simply end up with 9 people around you, and you hit attack one or two in a round, and they all attack you. IT'S DULL. It's not reactive at all. AoO's tried to make it feel more reactive, but often fell short.

In this instance, I personally didn't feel that quicker was an improvement...it was in the beginner's box because it was easier...because some DM's struggle with the exception system, of which AoO are a perfect example. That's totally fine, and you can build your game around that being removed...if that's what you want.


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mittean wrote:

It also made combat even more like Final Fantasy...non-reactive. One side attacks, and stays in his spot, the other side attacks. They miss, or they do damage. That's the only option. There isn't a way to make it feel like this. You will simply end up with 9 people around you, and you hit attack one or two in a round, and they all attack you. IT'S DULL. It's not reactive at all. AoO's tried to make it feel more reactive, but often fell short.

In this instance, I personally didn't feel that quicker was an improvement...it was in the beginner's box because it was easier...because some DM's struggle with the exception system, of which AoO are a perfect example. That's totally fine, and you can build your game around that being removed...if that's what you want.

I find your video a perfect example of what cannot be possible in the current system (with AoO). Let's just take a look at what maneuvers were used by the assassin : Trip, Disarm, Grapple, Bull Rush, and what's look like the Redirect Attack Feat. All of it without apparently triggering any AoO. That would mean that he would have to have burned 4 to 6 feats to be able to attempt that (incidentally, this could explain why he got his ass handed to him by mooks).

I personally like the general concept of "opportunities", but dislike the implementation of "attacks of opportunity". While everyone could/should be able to do reactive actions out of round, it shouldn't be the same for everyone. Some classes could be some "actions of opportunity", while other have different ones; some feat add new possible actions of opportunity, etc.

Sure, attacks can be a type of action of opportunities, but should the archetypal wizard be battle-wize enough to percieve and apply AoO when a opponent moves or make a maneuver ?
On another point, parry, counterspell, and similar reaction could/should be treated as opportunities, too.


Aralicia wrote:
I personally like the general concept of "opportunities", but dislike the implementation of "attacks of opportunity". While everyone could/should be able to do reactive actions out of round, it shouldn't be the same for everyone. Some classes could be some "actions of opportunity", while other have different ones; some feat add new possible actions of opportunity, etc.

I like that idea a lot! Fighters might get a free attack. Rogues might get a free combat debuff, like trip or dirty trick. Wizards might get a free counterspell. I'm gonna chew on this one.

Shadow Lodge

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I really really like the houserule that Combat Maneuvers only provoke on failed attempts, and the Improved (Maneuver) feats just remove that provoke on failure.

Liberty's Edge

Aralicia's idea sounds better, but what's to stop players from just level-dipping their Parkour Oracles into Fighter or Rogue?


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*exits from lurking* Another house rule that I generally try to include: guns target flat footed AC, not touch. Makes so much more sense. *resumes lurking*


1.) All critical hits are automatic, no confirming. This speeds up play for us.

2.) Precise Shot and Point Blank Shot are merged.

3.) Vital Strike is extra damage the PC moves to attack and can be combined with charges.


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I do a mulligan rule at my house. Let every player have 1 free d20 reroll a night. This allows them to save themselves when they're gearing up for that epic moment and roll a 2, or to resist that one spell they know is going to screw them over. All my player seem to really enjoy the opportunity to get out from under a bad roll, but since they only get the one most of them are very cautious about how they use it. I've had skill checks and role playing moments all be mulliganed because they want'ed there character to succeed in that moment, even though they knew the chance of combat and spell saves was in the near future.

Grand Lodge

I've been using reflex saving throws for initiative and it's awesome.


I do that as well, and love it. :)

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