House Rules - What do you do?


3.5/d20/OGL

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Action Points: refresh 'em daily! I enforce 28 point buy, so the players end up with slightly above average people, stat-wise, that can do amazing things.

2 action points: emulate a feat for 1 round. Costs an extra point for every prerequisite you are missing. Unlike the normal use for action points (+1d6 to a d20 roll), this can be used as many times in a round as you want, as long as you have the AP to do so. So a 1st level elven sorcerer with 12 Int and heroic spirit (for 8 AP total) can blow all his AP for the day to perform a whirlwind attack with his quarterstaff at no penalty. This does not, however, allow him to also pick a dodge opponent for that round or make any other use of any prerequisite he lacks. He could, however, pay another AP (if he had one) to be emulating one of the feat prerequisites (such as Dodge). Note: emulating Toughness doesn't mean that 3 of the damage you take that round go away... Toughness would be a poor choice to emulate.

Also, that Will save to remain conscious at death's door thing? Brilliant. Same with the death's door extending to Con score (sucks to be the half-fey elf though!). I already use Con% to stabilize instead of 10% (though a Fort save of some sort also makes a sort of sense... will have to ponder that one some more.)


SirMarcus wrote:


Do other people use hero points too?

Yes, I just started using them. Three PC's earned a hero point each when they took on overwhelming odds to save the other PC's who had been captured.

No one has had to cash one in yet, but I will use them similarly to the way you do.

May consider "action points" in next campaign, similar to the way they are used in d20 modern.


I tend to stick to the rule books as much as possible. As changing stuff will eventually debalance the game. Here are a few things I use in my game...

Character Generation : Standard 4d6, drop the lowest for each ability. If your total bonuses add up to +1 or above, you're playing it! (Choose a class accordingly!)

I usually give full hit dice at first level. But the rest is you get what you roll... Even if it's a 1!! Don't worry, in the end, thing tend to balance out. (I roll the hit points for every monster and NPC with the same rule, so it's very rare that the group encounters monsters with full hit points.)

Natural 1: I avoid putting more tables in the fights as they tend to slow things down. Instead, I treat the natural 1 as a "Possible Fumble". Roll a Dex check (DC15). Success means that it's just a regular miss and continue with your attacks. Failiure means that you drop your weapon in or around your square. Also, your round ends there.

And that's about it. I say to my players that they can use any class, feat or skill they can find in any official book.

Ultradan


In my game These are the RULES.
Finely crafthoned from 20 years behind the screen.

1 . All players are on time to the carefully planned carefully scheduled game- If you have to miss a session you must give 24 hours notice and it better be important. Try to schedule your life around D and D not the other way around.
If you honestly cant make it then I will play your character to the best of his ability. If he dies he goes directly into the dead character folder. Just as if he died with you playing him.

2. Ensure you are well rested and well fed before each game. To avoid blacking out or just coming to bits and crying under the stress of the intensity of the adventure.

3. No television or Video games are allowed within 24 hours ( 48 hours if you are Evan ) of the game. The exception is some totally stellar Fantasy movie such as Legend, Krull, The Beast Master, The Conan Series, Or LOTR.
We want your imagination to be fresh and functioning - and have you ready to act with a quickness instead of being fixated and hypnotized.

During the game.
Any cheating is dealt with a three strikes your out policy.
On first cheat ALL dice rolls must be observed by another.
All Phones are to be turned off. Not on silent. Not on Vibrate. Off.
No breaks will be taken unless the Dungeon Master takes one. While the DM takes a break you can quickly discuss the adventure but staying WITHIN THE ZONE AT ALL TIMES.
If you have to take a break or make a call during play, your character stands there drooling like an idiot and soon poos and wees himself, if not killed by a monster first.

No tapping, singing, whistling, rolling of dice when not directly asked to for by the DM Or doing anything that may distract the DM or players or doing anything that may pull some one out of the Zone.
Basically don’t do anything else except play.
Players are to remain in Character at all times and no out of D and D things are to be said or out of game topics to be discussed. No Talking to the other players in game Terms Eg-
Incorrect-
Jeremy- What level are you ?
Benjamin- Im a sixth level rouge 2nd level wizard but Im gunna take a level of fighter for the bonus feats next.

Correct answer -
Jeremy- What level are you ?
Nightblade : “Forsooth you vex me my friend of steady arrow and ready wit - I am a Footpad of the third order and do not know of this level ye doth seek.”
You can Talk to the DM in game terms if needed, but when playing your character play in character.
Try to cooperate and work as a team. The game is specially balanced so you can survive if you continually cooperate. If you do not all ways work together one player may seem “ahead” for a small amount of time but then everyone swiftly dies including him.

No playing evil characters. You can destroy the innocent in the name of Satan on your own time. We are here to play a game of Heroic glorious fantasy.

At the beginning of your characters creation you must specify weather he is a player Killer or not. This can not be changed. A player Killer character can kill or be killed by other players as long as it fits his alignment. Personality and goals. If he is not a player killer he may not harm, steal from or influence another player in any way that player does not agree to.

At the beginning of the game I ask every one what sort of treasure division they want. In a game with mixed PKs and non PKs I give the non PKs their share and then the PKs battle it out gladiator style for the rest.

1. Fair Division of everything, perfectly done by the highest level and most benevolent character under the wrathful eye of the Dungeon Master. Some times players will give gifts to each other or trade stuff this is fine.

2. Treasure division done by lethal combat between characters every time you find something. With this system there is swiftly only one character left and I soon send a huge Monster too kill him as punishment for his great greed. Player Killer Only.

3. An in Character treasure division system where each character is given their share by the most powerful character who bullies the other players into getting what they get and liking it on pain of death, While the other players stay silent and brooding and wait for their moment to strike.
Player Killer Only

4. Snatch and grab. Every man for himself grab it and stash it as fast as you can. This can wind up in some funny situations mid combat where the characters are looting bodies in the middle of everything. For example Lennys character Zandalf once hooking a golden crown off the head of a Skeleton King AS the skeleton King kicked the poo out of another member of the party. This form of treasure division soon degenerates into escalating threats followed by rolling for initiative...as # 2
Player Killer Only

And the Final and Most important rule.

The Dungeon Master has created worlds .. Universes even.
Even potion you drink, hes mixed, every magic item you find HE PUT IT THERE.

Do not argue with him.
Trust him and worry about your character ONLY.
The way to stay alive is to have really good ideas and roll heaps of 20s.
A DM can not argue with non stop observed 20s. Through using this system Rand and Clemnak are Epic Level.
If you are not rolling 20s work on your magic powers.
As a DM I roll about 19 % 20s and 15 % ones.
If you want to influence the DM then make him want to keep you alive by making him love your character and having it be a pleasure to play with you.

Don’t try to fight the DM or piss him off. He can always win.
It is not the players Vrs the DM. You are all cooperating to create a rad experience for every one.

If you believe there has been a mistake in some way ( Not about the rules of course as the DM is never wrong as he invents the rules ) but about your characters interaction with the world - calmly present your case with a minimum of argument while appealing to his sense of reason and fairness.

Another way to keep your character alive is to bring the DM Character insurance. In the form of gifts or his favorite snacks. Make him cups of tea etc.

I once diddnt let a guy die for months because he kept in all the points above - even though every second roll he rolled was a one.

If you piss the DM off you will be slaughtered with a quickness as soon as he has someone to fill your smoking shoes at the gaming table.

Heres how I do it.... Whoah! A 20!... Whoah! A 97 on my crit chart ! Your head comes off. Sorry bro. No.. Don’t make a new character yet, buzzy wants to play but you are NEXT IN LINE FOR SURE.

Then there are the trillion changes I have made to the actual game rules...


Gee Murk, it sounds more like Boot Camp than a D&D session. Are you guys allowed to have fun when you play? I thought that was the whole point...

Ultradan

Contributor

* blinks; blinks again, then picks his jaw up out of his lap *

I hope Murkmoldiev was being a bit funny. I could never play under some of those rules. In particular, I have kids. That means sometimes I have to cancel with less then 24 hours notice - unless, of course, you want them puking all over your carpets and furniture. :D

***

I don't have very many house rules that are alterations to the existing rules.

  • sorcerers get Diplomacy and Intimidate as class skills
  • Experts can make things with Craft (alchemy)
  • When crafting magical items, any willing participant may contribute XP; this means the wizard doesn't have to spend her life force making a sword for the fighter.
  • Character creation uses the following array: 18, 16, 14, 12, 12, 10. Apply racial mods afterwards, and if you are 4th level or higher, don't forget the stat bumps you get every 4th level. I use the same array for "major" NPCs, and 16, 14, 12, 10, 10, 8 for other NPCs

And I think that covers my alterations to the rules. Some other things that aren't exactly house rules, but impact our game play:

I allow material from any d20 source, but if it's not in the core rules you need to check with me first. If I don't have a copy of the source of the rules, you need to provide me a copy. I prefer you buy me the book ( :D ), but since that's unlikely sending me an e-mail with the salient points is good enough.

I allow (and use my own) custom things - items, spells, prestige classes, whatever. In particular, I'll be happy to work with the players to define a prestige class that meets their needs. If you want a level from this class, and two levels from that class, and two more from another class - that's cool. But we'll take those things and make our own prestige class out of them. I have veto rights on anything you create; you, of course, have veto rights on anything I create for your character by opting to not select it or use it.

XP is awarded for overcoming a challenge, not for killing things. If you talk your way past the guard, you'll get the same amount of XP as you would have by bringing stabbity death upon his existance.

Retreat is a viable tactic. Sometimes, it'll be your best chance to live. Remember it.

that's about it.


We've just begun using a "Hero Point" (HEPs) system as well, SirMarcus.

Ours works like so (created by yours truly in a quick moment):

Every time a character makes a level, the PC gains that number of HEPs.
(So a PC making 3rd level gets 3 HEPs.)
In addition, points are granted at the completion of an adventure:
1 HEP per PC for marginal success (some goals accomplished and <50% areas explored)
2 HEPs per PC for moderate success (most goals accomplished and 50%+ areas explored)
3 HEPs per PC for good success (all goals accomplished and 75%+ areas explored)
4 HEPs per PC for tremendous success (all goals accomplished, no PCs lost, all major villains defeated, and 90%+ areas explored)

Hero Points may be used (1 point cost) by a PC to:
- Reroll a combat roll (attack, critical threaten, or damage)
- Reroll a skill check
- Lessen an enemy attack roll or damage roll (by number of HEPs spent)
- Gain a clue from the DM.
(- HEPs may also be exchanged for XP (usually used to push a PC across a level threshold) -- but I am still finalizing rules for this.)

Restrictions
A PC may never have more than 20 HEPs. Extra are lost (or never gained).
No more than 5 HEPs may be expended by a PC during a game day, and the total party HEPs expended during a game day can not exceed 20.


Yeah kinda intense I guees but myself and the players came up with these rules cause we get alot more fun gaming done and it seems to keep the stuff that makes the games stink at bay.
Like people blanking out from too much TV or cheating or argueing.

Im not entirely millitant about it and allways communicate first.

You could say that the above code is more of a guideline really...


Dead at -Con hp instead of -10 hp. % chance of stabilizing = Con score instead of 10.

No special restrictions on multiclassing for monks or paladins.

Multiclass characters do not "stack" good saves, BAB, etc. For example, a rogue1/monk1 has BAB 1.5 (so +1 instead of +0) and base Fort +2, Ref +3, Will +2 instead of Ref +4.

Don't have to be a spellcaster to use Craft (alchemy).


our house rules are:-

- if you are a cleric, paladin are any type of divine casting casting. you get 10% discount at a temple of your deity in your home region

- we have a critical hit and fumble chart similar to the ones mentioned

- sorcerers/sorceress dont need spell components for spells with mundane cheap components


lizard1978uk wrote:

our house rules are:-

- sorcerers/sorceress dont need spell components for spells with mundane cheap components

I may be mistaken, but isn't it already assumed that the spellcaster always has the 'cheap/mundane' components in his component pouch? That you only take those into account when the spellcaster is ridden of his gear (captured/emprisoned).

Ultradan


Ultradan wrote:
lizard1978uk wrote:

our house rules are:-

- sorcerers/sorceress dont need spell components for spells with mundane cheap components

I may be mistaken, but isn't it already assumed that the spellcaster always has the 'cheap/mundane' components in his component pouch? That you only take those into account when the spellcaster is ridden of his gear (captured/emprisoned).

Ultradan

Yes. He's saying they aren't required AT ALL. In other words, sorcerers effectively get a free Eschew Materials feat. It's a fairly common house rule.


Ultradan wrote:

Gee Murk, it sounds more like Boot Camp than a D&D session. Are you guys allowed to have fun when you play? I thought that was the whole point...

Ultradan

No - having fun would ruin the look and feel of the campaign. Did any one have fun during Tolkien's Epic? No - of course not. Fun is strictly verbotten.


I totally agree- the last Halfling that tried to sing a happy song and dance on a table in my campaign spent the next six adventures hiding from cloaked undead horsemen.
If at least one person doesn’t cry with sorrow or scream in terror per adventure I’m not doing my Job right.

Just kidding.
But not really.

Fun in my campaign is gauged by how many minutes you get to spend in the tavern looking intently into a mug of ale before a nameless shapeless horror from dimensions beyond all comprehension tears the roof off the town.


Some interesting rules here, maybe I'll adopt some.

Couple of ours: Death is death. Raise dead or resurrection are things gods can do if they feel like it. That said, death is rather rare event and usually requires real effort on dead char's part (or getting killed by another character...yes, these things happen).

In 2nd edition we did in one campaign set a rule that there are no generic clerics or wizards. All divine casters were specialty priests and all the mages were specialists (and remembering those 2nd edition requirements for specialists mages were quite rare in that world...)
So far this hasn't been done in any 3,5 games but some similar restriction might come up in the future...

And since our current campaign is heavily concerned about making magic items, we are currently at the process of making more rules on those...mainly, harvesting the ingredients ourselves (self-collected ingredients cut off both gold and exp cost of making an item).
Currently the system is such that the number of different ingredients (actual recipe decided by GM, but we players give suggestions) is caster level of that item divided by two (so level 1 and 2 items require one ingredient, level 3 and 4 two...) and to include whole recipe cuts the cost, both gold and exp, to 1/5 (for two-ingredient recipe if you have only one you pay 3/5 and so on).
Gives motivation to go adventuring, to go hunt down that minotaur whose blood is used in this item I want to make...or making some stranger items "just because I happened to have minotaur blood".


Here are a few of my house rules:
Feats can be gained through doing certin things well,like when one of my players played a barbarian/ranger and he pretty much grappled in all his fights so I gave him improved grapple for free when he successfully grappeled a troll at 3rd lv so in my game if you apply a skill to alot of situations and do it well you get a feat that helps you out in that particular skill or combat manuver.

I am also thinking of allowing parrying from the TMNT rules by palladium books which you use your base attack bonus + a d20 roll v.s. your opponents attack roll if you succeed by beating your opponents roll you parry with your weapon but it comes at a cost your weapon takes damage and could very well break if it is worn out meaning you get hit and take halve damage from the attack.

Pcs can choose any race in the PHB and can multiclass freely without exp penaltys.

I use hero points which work like force points in the Star Wars rpg.(D20 version).

When a 1 is rolled the player must make a dex check at dc 12 if failed that player loses his dex mod to ac for the round,and they also lose their actions.This effect is no longer applyed at 5th lv and beyond.

Abilitys are determined by the suggested 4d6 arrange as desired.

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