House Rules


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Just curious; how many of you roll dice to determine HP v. average #? Or some other method?

Does anyone have a house rule that you would like to preach for? or Rant against?


Tequila Sunrise wrote:

Just curious; how many of you roll dice to determine HP v. average #? Or some other method?

Does anyone have a house rule that you would like to preach for? or Rant against?

I've always given max at level 1.

Then we do this thing where if you roll less than half you get a chance to reroll, have to keep the reroll though :)


teknohippy wrote:
Tequila Sunrise wrote:

Just curious; how many of you roll dice to determine HP v. average #? Or some other method?

Does anyone have a house rule that you would like to preach for? or Rant against?

I've always given max at level 1.

Then we do this thing where if you roll less than half you get a chance to reroll, have to keep the reroll though :)

doesn't that give you very buff characters, hp wise? where's the fun in that?

here's my pet peeve: the point-buy system. well, actually the way it's used in most games... As written, you spend 25 points to increase your stats. This will give you a charcter with one or two high stats, one low stat and a couple of 10-13's. Now most DM's will allow a 27, 32 or even a 35 point buy character. The result... characters with at least a +2 in every stat and a +5 or more in one or two other stats.

"oh look, my fighter has the strength of a god and super human intelligence. My muscles have more brains than you puny family put together. and I never earned a single xp up to this day.


Chef's Slaad wrote:

here's my pet peeve: the point-buy system. well, actually the way it's used in most games... As written, you spend 25 points to increase your stats. This will give you a charcter with one or two high stats, one low stat and a couple of 10-13's. Now most DM's will allow a 27, 32 or even a 35 point buy character. The result... characters with at least a +2 in every stat and a +5 or more in one or two other stats.

"oh look, my fighter has the strength of a god and super human intelligence. My muscles have more brains than you puny family put together. and I never earned a single xp up to this day.

Actually, I've had the complete opposite problem. Players I've had will show up with characters that have 3 or more 18s, and claim that they rolled this, with the other player as witness (the other player, of course, being his brother, who likewise has insane ability scores)...

Point Buy fixes this. For example, even with a generous 35 points, sure they can have an 18 Strength and a 17 Intelligence, but that's 16 and 13 points, respectively. That leaves 6 points to distribute amongst 4 abilities, so they'll probably end up with a 10 Con and a 10 Wisdom, leaving a 9 in the other two stats. So sure, they hit like a steam engine and spout theories that might give Einstein pause, but they trip over their own feet and have no friends, as well as being no healthier or intuitive than the average joe.

Since everyone in the party is built off of the same point buy total, everyone should have their own strengths and weaknesses which will match everyone else. That's the important part. Because they're all using the same point buy, the DM knows in advance how powerful they are going to be and can adjust things accordingly. Want to run things out of the book and have them be the challenges they're supposed to be? 26 to 28 point buy gets you ability scores that the Monster Manual uses for the elite array (15, 14, 13, 12, 11, 8), which it assumes that those with PC class levels have. This is what I use. Want to run a game where the PCs are more of the average joe type, no different than anybody else? That would be 15 point buy, which gets you, on average, the scores 10, 11, 10, 11, 10, 11.

I think you should give point buy another look. It fixes the very problem you're talking about.


I've house ruled a new death's door rule in our game: you die at -10 hp's or your negative constitution score; whichever is lower.


Timault Azal-Darkwarren wrote:
I've house ruled a new death's door rule in our game: you die at -10 hp's or your negative constitution score; whichever is lower.

That's a good one. To go with it, I'll have characters become stable at their Con score %, rather than a flat 10%. Though I suppose having a minimum of 10% would be nice for those really sickly looking elven wizards. But then, they are pretty sickly...


I give max hp at first level and then die roll thereafter. I'm a real - let the dice fall where they may - kind of guy so if you roll lousy after first level then ..oh well, it sucks to be you.

p.s. we roll dice for ability scores. We do not use a point buy system, though I can see the benefits as pointed out. Thankfully, I have a very mature group of players who are as accepting of the 6 in an ability score as they are of the 18.


For hit points I give max. at first level, then every level after that I let them reroll 1's.

I also just switched to the weapon group feats presented in Unearthed Arcana.


Thanis Kartaleon wrote:
That's a good one. To go with it, I'll have characters become stable at their Con score %, rather than a flat 10%. Though I suppose having a minimum of 10% would be nice for those really sickly looking elven wizards. But then, they are pretty sickly...

I like the % to stabilize = Con score idea, Thanis. We've alreay lost one in my AoW campaign to bleeding, but he kept rolling pretty high on his stabilization checks so it shouldn't be an issue. Thanks for the idea.


Timault Azal-Darkwarren wrote:
I like the % to stabilize = Con score idea, Thanis. We've alreay lost one in my AoW campaign to bleeding, but he kept rolling pretty high on his stabilization checks so it shouldn't be an issue. Thanks for the idea.

I can't remember exactly where we got it, but we use the same sort of thing, but instead, its % to stabilize = (ConScore + Current_hp) where "Current_hp" is a negative number, so the "more dead" you are, the lower the chance you have to stabilize. Death occurs at -Con (no matter what the score) so there is always a chance to stabilize.

We also use a rule that, while dying, there is a chance to stay concious by making a Will save at DC = 15 - Current_hp (which get larger as your hp drop). This happens once when you drop below 0 hp, and if you fail the save, you fall unconcious and can't wake up again until brought above 0. If you make the Will save, then you can stay concious as long as you don't lose any more hp. As soon as you lose a hp, you have to make the save at the new DC.

Greg

Contributor

I have very few house rules - mostly because my players don't abuse the stuff that I would need to implement house rules to fix.

  • Sorcerers get Eschew Materials as a bonus feat at first level.
  • Sorcerers get Diplomacy and Intimidate as class skills.
  • Any willing character may contribute XP to the item creation
    process; if you contribute, you have to be around the entire crafting time.
  • Non-spellcasters can utilize the Craft (alchemy) skill. This was done so I could have NPCs with the Expert class serve as alchemists.

    Characters were created with a default array of 18, 16, 14, 12, 12, 10 - arranged how the player wants, then altered for racial adjustments.

    Hit points are max at first level then half the hit die + 1 each additional level (so, a d4 gets 3, a d6 gets 4, a d8 gets 5, a d10 gets 6, and a d12 gets 7).

    I only allow PHB races; otherwise, anything in the core books is available without asking. Anything else in any other d20 book is open - but players need to check with me first. So far, the only thing I've said no to is the Dragon Cohort feat.

    I generally tweak Prestige Classes (or write them from scratch) to accomplish what the player wants. For example, I altered the Arcane Trickster prestige class to better fill the role that player wanted it to fill; I've also created a from scratch "divine trickster" for the player who wanted to play a cleric-rogue.

    I discourage evil alignments, but I don't outright say no.

    I think that about covers it... I don't make too many changes to the core rules - I think it's a pretty darn good system as-is.


  • Thanis Kartaleon wrote:

    Actually, I've had the complete opposite problem. Players I've had will show up with characters that have 3 or more 18s, and claim that they rolled this, with the other player as witness (the other player, of course, being his brother, who likewise has insane ability scores)...

    Players must always roll their ability scores and HP in front of me. I find that (as DM) I am only the really credible witness when it comes to these rolls. I also get pretty involved when PCs up their skill points each level. I always feel like its kind of weird to have someone pour a bunch of ranks into SWIM, when they havn't even taken a bath since last level.

    I am totally stealing these Death's Door/Stabilizing ideas. Thanks guys.


    Zherog wrote:
  • Sorcerers get Eschew Materials as a bonus feat at first level.
  • Sorcerers get Diplomacy and Intimidate as class skills.
  • Nice try, but they still suck, it would've been easier to just ban druids/clerics.

    Zherog wrote:
    I only allow PHB races; otherwise, anything in the core books is available without asking. Anything else in any other d20 book is open - but players need to check with me first. So far, the only thing I've said no to is the Dragon Cohort feat.

    Most DMs are like that.

    Zherog wrote:
    I discourage evil alignments, but I don't outright say no.

    Every DM puts The Koga's alignment as chaotic evil, he's just keeping it real!

    Zherog wrote:
    I think that about covers it... I don't make too many changes to the core rules - I think it's a pretty darn good system as-is.

    Ofcourse it's good, you're Zherog!

    The Koga works tediously trying to make tweaks to make the game more difficult like a PC hack m' slash and STILL isn't done. One descision however made was that characters will roll for HP at first level, and d6/d10 are banned from the table, and replaced with computer generated dice of d2, d3, and d5.

    The Koga also is highly considerd "feat points", where either cha or wis gains you commulative feat points to spend as you will, differant feats, depending on how good they are, cost differant amount of points, concevably, a character could gain a feat every level, and a fighter would proably gain feat points every level outside of modifier, and his normal bonus feats. (Afterall, he is THE feat machine..)

    It's not so much magick is overpowerd that bothers The Koga, but the lack of balance with melee characters, it makes no sense why anyone would choose any other path unless they had some kindof advantage even if the spellcasters don't nesscarely have a disadvantage, though perhaps forcing spellcasters to take flaws without the feat bonus could make for some decent balance as well, hense why The Koga needs time to exprimenet and reconsider everything.

    This is why The Koga never actually DMs, he spends more time thinking about what he's going to do rather then actually doing it, The Koga is in himself much like a wizard..

    Contributor

    The Koga wrote:
    This is why The Koga never actually DMs, he spends more time thinking about what he's going to do rather then actually doing it, The Koga is in himself much like a wizard..

    Nice. :-D


    Chef's Slaad wrote:
    teknohippy wrote:
    Then we do this thing where if you roll less than half you get a chance to reroll, have to keep the reroll though :)
    doesn't that give you very buff characters, hp wise? where's the fun in that?

    It really only boils down to people rerolling the real low ones in my group, ones and twos generally.

    And as to how much fun it is, well we're having fun, plenty of it. Rule Zero Ahoy!

    Dark Archive

    I've got a few house rules for my game:

    ľ Sorcerers start with Eschew Materials as a bonus feat

    ľ The Warlock class is allowed.

    ƒæ Rather than say items aren¡¦t available, a successful Gather Information check will find (or sell) these items. Knowledge skills (arcana for magic items, local for a group of settlements, etc) give a synergy bonus, and there are other modifiers (you befriend a fence of the local thieves¡¦ guild; you get a +4 to find black market items, etc). Yes, you can take 10.

    ľ Recharging magic items is possible. An initial cost of 10% of the full price magic item must be paid, and then a cost of gp and xp per charge.

    ľ I award action points based on player contributions to the game (maps, miniatures, background write-ups, etc), that work the way described in Unearthed Arcana.


    Zherog wrote:


  • Sorcerers get Eschew Materials as a bonus feat at first level.
  • Characters were created with a default array of 18, 16, 14, 12, 12, 10 - arranged how the player wants, then altered for racial adjustments.
  • Hit points are max at first level then half the hit die + 1 each additional level (so, a d4 gets 3, a d6 gets 4, a d8 gets 5, a d10 gets 6, and a d12 gets 7).
  • Whoah. That's startlingly close to my own game - have you played in one of my internet games under another name, perhaps, or played in a game run by one of my ex-players?


    Here are the house rules that I've come to use after a few years of running games online.

  • Ability scores are 18/16/16/14/12/10. (This is a little more powerful than it should be, but it makes up for not getting to roll, and I can always beef up the encounters and let the players level up faster as a result. That's how my players like it.)
  • Hit points are average, rounded up. A d4 is 3, for example, a d12 is 7.
  • Sorcerers gain free Eschew Materials feat.
  • No evil alignments. (The last time I allowed these the PCs genocided the continent. I now let them play "chaotic neutral", which is where they play subtly evil, which is what I meant when I originally allowed evil alignments.)
  • Anything from the core books goes, DM's approval required on anything else. In practice I allow just about anything from any book published by WotC or Malhavoc.
  • Players may choose any race from the Player's Handbook or Monster Manual. Kobolds and tieflings rule. If the setting is generic lazy homebrew or Eberron, the Eberron races are allowed too. But no drow. No regular elves dual-wielding scimitars, either.
  • Aasimar and tiefling are underpowered, so they get a small boost. They can either be applied as templates to a basic race, or gain a small bonus based on their celestial or fiendish ancestor.
  • Stabilizing requires a DC15 Fortitude save. (I once saw a guy fail five of these while his ally failed ten DC15 Heal checks to stabilize him. Jonny has a real knack for losing characters.)
  • Encumbrance is ignored for simplicity unless you're clearly carrying more than is sensible - an 8-Strength gnome carrying a full military pack, or a 14-Strength fighter carrying a chest full of several thousand coins.
  • Likewise, you are assumed to have food and water unless something would prevent you, such as being in the wilderness for a long period of time.
  • Any spell made permanent on a person by permanency is merely suppressed for 1d4 rounds when dispelled. (If you pay gold or XP for it like a magic item, you ought to be able to keep it!)

  • Contributor

    JD wrote:
    Whoah. That's startlingly close to my own game - have you played in one of my internet games under another name, perhaps, or played in a game run by one of my ex-players?

    Not that I know of. ;) I ripped off, er.. borrowed... the stat array and hit point method from Medesha. The sorcerer house rule(s) are pretty common, from stuff I read on various message boards.


    I give full Hit Die at first level, then it's "you get what you roll, even a one!"

    It sounds harsh, but it balances out at the end... I randomly roll like this for all my monsters as well.

    Ultradan


    Ultradan wrote:

    I give full Hit Die at first level, then it's "you get what you roll, even a one!"

    It sounds harsh, but it balances out at the end... I randomly roll like this for all my monsters as well.

    Ultradan

    That's what we do too. And stat roll-up is 4d6 drop the lowest, with no re-rolls unless total modifiers is <=0. (i.e. by the book.) I don't find it harsh at all. My PCs are doing pretty well.

    Greg


    d13 wrote:


    Players must always roll their ability scores and HP in front of me. I find that (as DM) I am only the really credible witness when it comes to these rolls. I also get pretty involved when PCs up their skill points each level. I always feel like its kind of weird to have someone pour a bunch of ranks into SWIM, when they havn't even taken a bath since last level.

    ILMAO!!! I don't monitor skill ranks, but I always sigh partronizingly when a player asks me how many skill points they should get at each new level. Am I the only one who maxes out a minimum number of skills, so that all you have to do at each level is add one rank to each?! Why does everyone feel the need to do things the hard way by putting a rank in every class skill and 2 ranks in every cross-class skill??? Anyway, I'm totally with you on DM observation of ability/hp rolls; it's the only reliable way to do it.


    Thanis Kartaleon wrote:


    Point Buy fixes this. For example, even with a generous 35 points, sure they can have an 18 Strength and a 17 Intelligence, but that's 16 and 13 points, respectively. That leaves 6 points to distribute amongst 4 abilities, so they'll probably end up with a 10 Con and a 10 Wisdom, leaving a 9 in the other two stats. So sure, they hit like a steam engine and spout theories that might give Einstein pause, but they trip over their own feet and have no friends, as well as being no healthier or intuitive than the average joe.

    I'm totally with you here Thanis. Not only does point-buy equalize the PCs but it drives any player crazy that can't stand to have an ability penalty! 'You want an 18 Strength? Go ahead, but your other scores will suffer!'


    Zherog wrote:

  • Non-spellcasters can utilize the Craft (alchemy) skill. This was done so I could have NPCs with the Expert class serve as alchemists.
  • That's a great house rule! I have always thought of alchemists as psuedo casters who eke out their lives making imitation magic, rather than real casters who make minor junk on the side.


    18,16,14,12,12,10 is what I used when I assigned my players ability scores as well, but then again I feel that the heroes should be HEROES... normaly I allow a new group to vote on whether they would rather roll ability scores, use 30 point buy, or have me assign my standard array, once chosen all players joining the group later use the same method. Races come from the PHB only unless cleared with me first.

    Hp are maximum at first level, and then roll after that, no rerolls for poor rolls, it is the luck of the dice.

    anything (feats, classes, spells etc) from the core rule books is open, just about everything in the non-core WotC books is open (excluding some stuff in BoED)... I am willing to allow some 3rd party stuff but the player needs to check with me first.

    edit: I also allow non spell casters to use the alchemy skill, the 3.5 restriction on it makes no sense to me.


    Tequila Sunrise wrote:


    Am I the only one who maxes out a minimum number of skills, so that all you have to do at each level is add one rank to each?! Why does everyone feel the need to do things the hard way by putting a rank in every class skill and 2 ranks in every cross-class skill???

    It may be a little more difficult than just adding one to each skill per level, but as a DM I prefer to have my PCs skills bear some reflection on the way they have overcome the tasks I have given them.

    It just makes common sense don't it?


    d13 wrote:
    Tequila Sunrise wrote:


    Am I the only one who maxes out a minimum number of skills, so that all you have to do at each level is add one rank to each?! Why does everyone feel the need to do things the hard way by putting a rank in every class skill and 2 ranks in every cross-class skill???

    It may be a little more difficult than just adding one to each skill per level, but as a DM I prefer to have my PCs skills bear some reflection on the way they have overcome the tasks I have given them.

    It just makes common sense don't it?

    Yeah I'll grant you that learning a particular skill is hard without a lot of practice in THAT skill, even if I'm too lazy to enforce such realism with my players.


    Zherog wrote:
    I ripped off, er.. borrowed... the stat array and hit point method from Medesha. The sorcerer house rule(s) are pretty common, from stuff I read on various message boards.

    I don't know whether I invented the house rules and they spread across the internet, or someone else invented them and I picked them up. It's surprising how often you bump into complete strangers who are using the same house rules. :)


    Ultradan wrote:

    I give full Hit Die at first level, then it's "you get what you roll, even a one!"

    It sounds harsh, but it balances out at the end...

    You'd think. But since the start of the d20 era, I am yet to roll higher than a '1' for hit points.

    Granted, I DM much more than I play, but it really really sucks to always lose out. (I have really bad luck generally, but the ability score rolls and the hit point rolls are the only ones where it actually matters.)

    So, I'm sorry, but I _will_ cheat when rolling hit points, if I can possibly get away with it. I don't like doing it, and it's the only roll I'll cheat on, but having substandard hit points stopped being fun a long time ago.

    And for that reason I am strongly opposed to rolling hit points.

    (When running a game, I use either 25- or 28-point buy, and fixed hit points per level, at a rate of 3/4/6/8/9 for d4/6/8/10/12, respectively.)


    As for stat generatiom I offered my players a choice:
    -standard 4d6 drop the lowest
    -"Whelehan array" which was the standard array of 15, 14, 12, 11, 10, 8 and then roll 1d6 - 3 and this roll would be added as points to be added or subtracted to any of the stat's (no more than 18 of course).


    Ultradan wrote:

    I give full Hit Die at first level, then it's "you get what you roll, even a one!"

    It sounds harsh, but it balances out at the end... I randomly roll like this for all my monsters as well.

    Ultradan

    Same here on hit dice. I roll all racial HD as random but If the creature takes class levels his first one is maxed. I never knew that this was a house rule. I thought it was a rule in the books.

    I got mad that multiclassing was painful to the base attack bonuses of many multiclass characters. Character concepts like monk/rouge/Assasin (concepts I like) are good but their attack bonus takes a hit (2 less than a character of the same character level with a 3/4ths attack bonus). I Allow these characters to pull their base attack bonus from their total character levels so long as the attack bonus progress is the same. So in my campaigns a rogue1/cleric1/druid1 has a BaB of +2 like a third lvl rouge. Instead of the +0 they get from adding up their classes bonus. likewise a wiz1/sor1 gets a plus 1.

    this is probably riddled with mistakes but I'm freaking tired sorry...........


    An old house rule I used was to double-roll hit points. Wizards, for example, rolled d4 twice and took the highest. At first this seemed like a great idea, since the odds of a wizard getting 1HP that level were reduced from one in four to one in sixteen, and the odds of a barbarian getting a 1 were one in 144!

    However, I soon realised that this increased the average hit points of characters by something like 50%, meaning that the hit points were now out of whack with the rest of their statistics. They won more easily, not through being better combatants, but by being able to take damage easily and for longer times, and that just ended up boring.


    Sexi Golem 01 wrote:
    Same here on hit dice. I roll all racial HD as random but If the creature takes class levels his first one is maxed. I never knew that this was a house rule. I thought it was a rule in the books.

    It's a standard rule to give PCs maximum hit points for their first level, but I can't find a rule that says monsters gain the same benefit. You'd be perfectly justified in giving a monster maximum HP for its first hit die, if it has levels or the elite ability score array.

    The Exchange

    Jonathan Drain wrote:

    An old house rule I used was to double-roll hit points. Wizards, for example, rolled d4 twice and took the highest. At first this seemed like a great idea, since the odds of a wizard getting 1HP that level were reduced from one in four to one in sixteen, and the odds of a barbarian getting a 1 were one in 144!

    However, I soon realised that this increased the average hit points of characters by something like 50%, meaning that the hit points were now out of whack with the rest of their statistics. They won more easily, not through being better combatants, but by being able to take damage easily and for longer times, and that just ended up boring.

    It's a good rule for lower levels, maybe just do that until 4th level or something to get them over the hump. Or give that rule to sorcerers and wizards and only let other classes reroll 1's.

    FH


    Delericho wrote:
    Ultradan wrote:

    I give full Hit Die at first level, then it's "you get what you roll, even a one!"

    It sounds harsh, but it balances out at the end...

    You'd think. But since the start of the d20 era, I am yet to roll higher than a '1' for hit points.

    I hear ya Delericho! I'm sure that random hps per level does roughly balance out, but it still sucks to be the party's high level cleric with only 2 more hp than the rogue. I think my name in Iroquis means 'S!+#-for-Luck'.


    I alwasy give max HP at first level, whatever they roll there after. As for the point buy system that is/was being ranted about, I don't use it. My player's chars are rolled up right in front of me. I have them re-roll 12 or lower. I also roll a set of scores, and they can pick out of the two. I always manage to roll a 6 in each one though, so mine are ussually better than their's. I also boost the classes main ability to 18 if it's not already there. And yet they still manage to die.


    All of the above house rules are incredibly impressive. I only started dm'ing about a year or so ago, i ran a long (read epic) campaign where i allowed the players to roll everything in front of me, and reroll all 1's. I found this compensated for those in my group that felt cheated cause their dice let them down, or just bad luck. I also found it was eaiser to throw the book at them, creature, trap, and spell wise, without worrying that i was going to ensue a TPK every encounter. It seemed to make things fly smoother, and upped the fun level.

    As for individual house rule, i allow the players to reroll their hp if it falls under the mid for each die, d4 1 & 2 ewuates a reroll. I only allowed this because the highest hit die was a d6 for rogue and a cleric, everything else was a d4, so they would have not had enough hp to survive the campained that i prepared.

    Dark Archive Bella Sara Charter Superscriber

    Fake Healer wrote:
    Jonathan Drain wrote:

    An old house rule I used was to double-roll hit points. Wizards, for example, rolled d4 twice and took the highest. At first this seemed like a great idea, since the odds of a wizard getting 1HP that level were reduced from one in four to one in sixteen, and the odds of a barbarian getting a 1 were one in 144!

    However, I soon realised that this increased the average hit points of characters by something like 50%, meaning that the hit points were now out of whack with the rest of their statistics. They won more easily, not through being better combatants, but by being able to take damage easily and for longer times, and that just ended up boring.

    It's a good rule for lower levels, maybe just do that until 4th level or something to get them over the hump. Or give that rule to sorcerers and wizards and only let other classes reroll 1's.

    FH

    I agree, it's really the lower levels where the hp tinkering is most needed. I used to have a house rule with a progressive scale, awarding a min of 75% of hp for levels 2-3, a min of 50% for levels 4-5, and rerolls of 1's for levels 6-10. Then I asked my players what they thought and they said they'd rather just take their lumps and roll.

    My house rules in general are about two pages, and mostly cover areas where the rules are not well defined (i.e., how replacement characters come in, what their starting equipment is, how we handle a TPK, what the penalty is for a missed session, ect...) I think the biggest change is the spellcasting system - I use the all-spont system from UA because I am lazy and it is quick and easy.


    We give each character a limited number of hit die rerolls that they can use over their character's entire career. 3+ starting charisma bonus. This helps to make charisma a bit less of a dump stat and enables people to spend them however they like. In practice, they tend to get spent more at the lower levels, which is fine with me. The only thing that is iffy about it is the bonus that it gives the paladin...but in a stat-point campaign, the paladin has a lot of stat requirements anyway so I figure its ok to give em a little boost.

    We've been doing it since 3.0 came out and its treated us pretty well.


    we all play by rolling the dice in front of each other and going with the results and modify if nessary
    max at first
    and then for the next levels best of the three of us rolling
    we had some strong, smart pcs but we also play at higher levels than what we are we do it for the fun of it and the laughts we play just once or twice a year as we live in different towns some 7 hours apart


    Max at first level, then minimum of half on all other levels.


    I'm curious to know how everyone uses the "Gather Information" skill. I think I understand the premise of it as written in the PH but I dont think I have ever used it. In my mind it has always seemed like a short cut on roleplaying.
    When my PCs want to "Gather Information" they always have to use some combination of Diplomacy, Bluff and Intimidate.

    Am I just making things more complicated then they need to be?


    d13 wrote:
    I'm curious to know how everyone uses the "Gather Information" skill. I think I understand the premise of it as written in the PH but I dont think I have ever used it. In my mind it has always seemed like a short cut on roleplaying.

    You are correct, the Gather Information skill is a roleplaying shortcut. It's there so that the PCs don't have to play out every encounter with every drunkard at the tavern, and his friends, and the shopkeepers, and the guards, and the dishwashers, and the beggars, and ... for up to 4 hours gametime. It's used as an abstraction of interaction so that the PCs can actually find the rumors they want to hear, and get to the actually interesting part in the same evening (real time).


    Sexi Golem 01 wrote:
    I got mad that multiclassing was painful to the base attack bonuses of many multiclass characters.

    I do this too, allowing fractional base bonuses. Classes with a good BAB give +1/level, classes with average give +2/3 per level, and classes with poor give +1/2 per level. Also with saves, good saves give +1/2 per level, and poor saves give +1/3 per level. Saves that have (at any one point) received a good bonus also get an extra +2 (but only once). I hope that makes sense.

    TK


    Thanis Kartaleon wrote:
    Sexi Golem 01 wrote:
    I got mad that multiclassing was painful to the base attack bonuses of many multiclass characters.

    I do this too, allowing fractional base bonuses. Classes with a good BAB give +1/level, classes with average give +2/3 per level, and classes with poor give +1/2 per level. Also with saves, good saves give +1/2 per level, and poor saves give +1/3 per level. Saves that have (at any one point) received a good bonus also get an extra +2 (but only once). I hope that makes sense.

    TK

    I'm not sure that I understand your point, but I've always felt that a character should only get that +2 from a good save progression once per save type.


    My house rules:

    Max hp at 1st level, you keep what you roll after that. Some players complain, but it forces some interesting character development, and anyone can take Toughness. Or they can die and roll up a new pc with new hp's.

    For ability scores I give 80 points to buy on a 1-for1 basis. This makes for slightly more powerful characters, but hasn't turned any party I've run for into unstoppable. (And they can use any extra help considering I'm running Age of Worms.)Besides when I was making them roll stats in caused a lot of unbalance between the players. Fun for nobody.

    I allow non-core books on a case by case basis. I only allow non-core base classes for role-playing purposes. (This was a result of seeing the scout/warlock and a swashbuckler/dervish wreck another game.)

    And not to throw this thread into a downward spiral, but how do you handle "divine intervention"? I use a percentage equal to the character's level, double that for divine spellcasting classes or very pious roleplaying.


    Tequila Sunrise wrote:
    I'm not sure that I understand your point, but I've always felt that a character should only get that +2 from a good save progression once per save type.

    That's what I'm talking about. :-)


    ghettowedge wrote:
    And not to throw this thread into a downward spiral, but how do you handle "divine intervention"? I use a percentage equal to the character's level, double that for divine spellcasting classes or very pious roleplaying.

    I've actually been recently considering giving each PC a 'hidden' feat, that only I would know about. It'd be there mostly so I knew I was balancing things correctly. For example, a sorcerer (or other spontaneous caster) might have a DM Feat that allows him to, at my discretion, cast some quickened spells that he doesn't have access to yet or doesn't have the slots for (or both) a number of times per day equal to his Charisma bonus. That's about as much of it I've thought out at this point. Other characters would have completely different hidden talents, but all of them on the same power level. Has anyone else thought about doing something like this?


    Heh-heh.

    Actually I run HP by race...

    Halfings/Gnomes start with 4
    Elves start with 6
    Humans and half-elves start with 8
    Dwarves start with 10
    Half-orcs start with 12

    Then I add in Con modifier. When do you get more? When you buy Toughness as a feat or up your Con!

    I also give a DR for armor equal to its listed AC because armor lessens impact.

    AC is only granted by shields, etc. that keep the blow from hitting you or fail to do so. Other than that it's all Dex+10. Oh and I give a +2 for the Dodge feat--which can be bought multiple times and stacked like Toughness.

    Likewise magic damage is modified to scale. the first die type is rolled and dice are added on as a raw modifier. For example a 6d6 fireball = 1d6+6 dmg.

    I let people bleed out to their full Constitution score below 0 HP rather then -10 for everyone.

    Oh and I add character level to initiative--cause I mean what value is the savvy of having been adventuring if not how to respond first in an adventuring-type situation.


    Grimcleaver wrote:

    Halfings/Gnomes start with 4

    Elves start with 6
    Humans and half-elves start with 8
    Dwarves start with 10
    Half-orcs start with 12

    I'd like to play a half-orc wizard, please!

    Grimcleaver wrote:
    Then I add in Con modifier. When do you get more? When you buy Toughness as a feat or up your Con!

    Do you do this for monsters as well, or is my 14HP level 10 dwarven wizard facing fire giants with 142HP and weapons that deal enough damage in one hit to kill him?

    Grimcleaver wrote:
    Likewise magic damage is modified to scale. the first die type is rolled and dice are added on as a raw modifier. For example a 6d6 fireball = 1d6+6 dmg.

    Likewise, will I be here all day since I have to cast fireball on average thirteen times to kill an adult white dragon, assuming the dragon passes half of his saves?

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