House rules I'd like to try even if they don't make it into Pathfinder ...


New Rules Suggestions

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

This is much a place for me to record some of the ideas I've gotten from the forums lately as anything else, but feel free to comment.

1. Racial HD + class HD at 1st - This idea really appeals to me and I'll probably go with it even if Pathfinder doesn't.

2. Add BAB to damage - It just seems to make sense that as you get better at hitting, you're going to get better at hurting too. Very easy to calculate because BAB is already listed on every NPC and creature ever written.

3. Defense Bonus = BAB - I usually see people talk about doing Defense Bonuses by grouping classes into Quick, Average and Slow, with rogue being in the Quick, high-defense group. It seems to me, though, that if DB is different from BAB, you'll get situations where two high-level fighters (with high BAB and med DB) will hit each other a lot and two high level rogues (with med BAB and high DB) will miss each other a lot. I envision something akin to the way size works. Small characters get +1 AC (makes sense) and +1 attack (huh?). Why? So that two small gnomes have the same chance of hitting each other as two medium humans or two large ogres. I think the BAB and DB of two characters of the same class and level should cancel each other out. One other thing - armor has to limit this somehow. Maybe use the Dex bonus cap from each armor type? Hmmm ... this is still under construction.

Thoughts before I even finish writing... This is going to boost AC really high. A fighter 20 is going to have +20! Maybe DB = 1/2 BAB. I still like using BAB, though, rather than creating a new, separate progression for defense.

4. Wider range of qualities for mundane items - I like lower magic campaigns so masterwork weapons and armor are important:
* Masterwork quality - +2 modifier, x5 cost
* High quality - +1 mod, x2 cost
* Average quality
* Low quality - -1 mod, 1/2 price if you can get anyone to buy it.
* Inferior quality - -2 mod, unsellable without a Bluff

5. Helmets affect AC like shields - Many of the armor descriptions mention helmets so you gotta' assume it's built into the AC bonus, but most of the folks in pictures aren't wearing helmets!
* Leather hood = +1 AC
* Chain hood or metal cap = +2 AC, -1 Perception
* Chain hood and metal cap, or full metal helmet = +3 AC, -2 Perception
* Great helm w/ visor = +4 AC, -4 Perception
Helmet would also be eligible for magical bonuses (but remember, I like my magic rare)

6. Take no action in a combat round and regain 1 hp per level - I confess, I got this from 4E, but I like it. Hit points aren't supposed to represent just actual damage, but also fatigue and to a certain extent luck. I like characters being able to stop, catch their breath and recuperate a little. Restrictions: usable once per combat; character may not recuperate more than he/she lost in that combat; if used with Total Defense, character may regain hp = 1/2 levels.

7. Use/Disable Mechanical Device & Use/Disable Magical Device - Make these two skills more parallel to each other, one for magic, one for mechanical.


I was looking around the forums the other day and noticed some people talking about Attacks of Opportunity. Now, these have always kind of rubbed me the wrong way because I don't like being punished for wanting to do something other than "I attack." I would also like to point out that I'm not hating on AoO's or anything, they just don't fit the way I like to play.

So, I took an idea from a d20 game that stripped out AoO's and whenever you perform your trip/sunder/disarm/whatever and fail, you become flat-footed. I'm going to try to convince my DM to try out the notion that it's not the attempt of a combat maneuver that triggers the AoO, but the failed attempt of a combat maneuver. All the Improved Whatever feats would still prevent AoOs even on a failed attempt.


Mosaic wrote:


2. Add BAB to damage - It just seems to make sense that as you get better at hitting, you're going to get better at hurting too. Very easy to calculate because BAB is already listed on every NPC and creature ever written.

[b]5. Helmets affect AC...

So a Colossal Animated Object with a BAB of +24 would be increased to 4d6+ 37 Dmg per sucessfull slam... is it still CR 10?

iF HELMETS increase AC, do they hinder perception?

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Praetor Gradivus wrote:
So a Colossal Animated Object with a BAB of +24 would be increased to 4d6+ 37 Dmg per sucessfull slam... is it still CR 10?

I've never been good at calculating CR, but +37 on an attack from a Colossal animated object seem appropriate to me, painful, but appropriate.

Praetor Gradivus wrote:
iF HELMETS increase AC, do they hinder perception?
Mosaic wrote:

* Leather hood = +1 AC

* Chain hood or metal cap = +2 AC, -1 Perception
* Chain hood and metal cap, or full metal helmet = +3 AC, -2 Perception
* Great helm w/ visor = +4 AC, -4 Perception

Yes? :)

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Alpha Playtest Feedback / Alpha Release 2 / New Rules Suggestions / House rules I'd like to try even if they don't make it into Pathfinder ... All Messageboards
Recent threads in New Rules Suggestions