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Bitter Thorn |
![Harsk](http://cdn.paizo.com/image/avatar/Pathfinder6_Ranger.jpg)
Here are a few of ours:
cure spells any time a cure spell roll has all 1s, the caster can ask for a DM re-roll. The re-roll stands.pushing spells if a caster runs out of a given spell level, he can attempt to push his body beyond the normal boundaries and try to cast another spell of that level. This does not come without cost. The rules are as follows:
-the caster must first make a magic channeling check (DC10+2xlevel of the spell attempted) vs. d20 + casting attribute modifier. Success means he casts the spell. example- wizard with Int 20 tries to cast a 4th level spell. Dc is 20(10+8)and his attempt would be d20+5.
-success or failure, the caster is drained 2x spell level attempted of Con. (in example above, our caster would be drained of 8 Con) This Con damage cannot be magically healed, but is recovered at 1 point per hour of bed rest.
-In addition, this causes the caster to become fatigued. A second attempt causes exhaustion.
As you can guess, pushing spells is dangerous, and can easily kill spellcasters, but if one mage's death saves the rest of the party by casting that last spell, think of the glory.
That's kind of cool.
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mach1.9pants |
![Argus Wall](http://cdn.paizo.com/image/avatar/PZO90109-Wall_500.jpeg)
mach1.9pants wrote:Cool I'm glad you (and someone else up thread) like, my fave house rule. I even like it for NPCs, like NPC warriors of cultures that don't have heavy armours but need more survival type skills. It just makes sense to me :-)I like the idea, except for the drop in HD and BAB. A fighter that dropped heavy and medium would end up with d8 and average AB, and 6 points per level. Thats two more than a swashbuckler who still has his AB and d10, and two less than the scout who has 8 points and the same HD and AB. Just my 2 cents.
Nah he only drops to d8 and medium progression if he goes to NO armour prof, did I write it wrong? Anyway the scout and swash are designed for light, fighter not.. so if it is a bit of a nerf to get those 8 skill points as a no-armour fighter then so be it, but the player could always use those other classes, or Rogue!
It is not perfect, for sure, but offers flexibility.... cleric of a god of thievery? drop to light armour and have 6 skill points and include stealth and Disable Device on your class list :-)![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Caedwyr |
For my BoXM games:
+2 skill points/level
PF's skills system and (beta) combat system.
Karma points (Montalve already mentioned them): Because the random of ORPG's dice tool sucks, dice are loaded, and not precisely to win.
Player options: SRD options and splatbooks. Not only I play with adults, I also cherrypick my players, so I can trust them to use additional material without them being disruptive.
Dogbert, I seem to remember from elsewhere on these boards that you don't use the 3.x spells, but use the older 2nd edition spells instead. How well do you find that the older spells integrate with the 3.x system, or do you deal with them in different way?
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Dogbert |
![Vaarsuvius](http://cdn.paizo.com/image/avatar/Avatar_V.jpg)
It is not perfect, for sure, but offers flexibility.... cleric of a god of thievery? drop to light armour and have 6 skill points and include stealth and Disable Device on your class list :-)
It's just -perfect- for a game in a renaissance-like setting (like our Absalom one): education becomes more readily available, and newer technologies like the rapier (which punches through plate like butter) make heavy armor obsolete and so people no longer use it.
Dogbert, I seem to remember from elsewhere on these boards that you don't use the 3.x spells, but use the older 2nd edition spells instead. How well do you find that the older spells integrate with the 3.x system, or do you deal with them in different way?
Actuallyyyyy nope, I said I don't use 3.5's spells, using mostly 3.0's. The only difference between 2E's spells and 3.0's ones was mainly Polymorph Other, Shapechange, and the Wish spells, the rest of spells are largely unchanged. I just omitted that detail for the same reason I no longer read any thread regarding magic in these forums: putting up with the magic-haters started getting old some time ago.
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xorial |
![Sorcerer](http://cdn.paizo.com/image/avatar/PZO9448-Kellid_90.jpeg)
Character Generation:
Everybody gets the following stats - 18, 17, 15, 13, 11, 10.Races: Pathfinder Beta or any +1 EL (Warforged have a +1 EL already, and the other Eberron races get the net +2. Changelings Cha +2, Shifters get +2 in their shifter trait, Kalashtar +2 in any one mental stat).
Unless you made warforged +1 EL as a house rule, they are not level adjusted in the Eberron, or the MMIII, book.
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Frogboy |
![Undead](http://cdn.paizo.com/image/avatar/BlackMass_final3.jpg)
I got one that I plan to introduce if Pathfinder didn't fix two weapon fighting, which I don't believe they did.
Two weapon fighting offers no penalties and does not require any feats in order to perform. It's just like fighting with a two handed weapon or sword and board. The only change other than that is that precision damage (i.e. sneak attack) can not be executed with an off-hand attack unless you take the following feat chain.
Off-hand Precision: Gain precision damage like sneak attack with an off-hand attack
Off-hand Precision, Improved: Gain precision damage with your second off-hand attack
Off-hand Precision, Greater: Gain precision damage with your third off-hand attack
Fighting classes can use the two weapon fighting style without the horribly outrageous cost of three feats for arguably no gain and the rogue who wants to try for a ton of sneak attacks still has to take the three feats in order to do it just like before.
Am I missing or forgetting anything that would make this broken? I'm tired of punishing people for wanting to fight with two weapons when most of the time, it's sub-optimal compared to fighting with a two handed weapon. Do you think that I'd need to include a feat chain for fighting with a shield as an off-hand weapon? Any opinions on this would be appreciated. Thanks!
Oh yeah, no more mixing flurry of blows with two weapon fighting. I almost forgot that one.
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Thurgon |
![Shield Guardian](http://cdn.paizo.com/image/avatar/5.-The-Halberdiers.jpg)
I'm working out the kinks in some feat for my home game. I want to add a little more 1st ed flavor back into the game and so want to encourage non-humam multiclassing. To do this I will have a group of feats. One for each class combination that was allowed in 1st ed. Each is race dependent. Further each requires you remain only leveling the classes involved *ie if you start as a fighter/rogue you must continue as such alternating taking levels in each and not being allowed to take levels outside of those two classes. You also forfit prefered class benifits but for doing all this you gain a rather nice deal. You get to count half the levels of the other class toward gaining class in abilities in each class. Thus a level 6 fighter/ level 6 rogue would have the fighter feats as a level 9 fighter, and the rogue class abilites of a level 9 rogue. Base to hit, saves, and skills are not affected by these. I'm still working it out but I so far don't think it ends up with overpowered characters, so far at least. Needs more testing but the race thing has been tough. I started with going by the PHB and so far have not changed but that disallows some combos that people like (dwarven fighter/clerics did not exist in 1st ed before UA....for instance.)
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Maveric28 |
![Elan](http://cdn.paizo.com/image/avatar/Avatar_Elan.jpg)
A few other "rules" that I tend to have adopted at my games have occurred to me since starting this thread...
**I use core books only (as DM; previous 3.5 stuff, then later PFRPG Beta), any materials to be included via splat book or other sources must be approved by DM on a strictly case-by-case basis. As an added caveat, the player must always bring his own copy of said book in its entirety, or provide a mint or near-mint copy as a Gift to the DM to add to his collection.
**New characters introduced to an existing campaign usually start at 1-level below the average party level, to both encourage players to stick with their original choices and to reward those players who have been killed and don't need to keep rolling up new characters.
**All PCs are kept in a folder by the DM, or a current updated copy. Players are responsible to update the DM's copies. Tardy or absent players are played by other players designated by the DM, unless player has chosen a "designated hitter" in advance. Absent player's PCs are not permitted to be used in a suicidal or manner contrary to established personality... they are also subject to a 30% to 50% reduction in accrued XP for the session. This reduction can sometimes be waived by suitable bribery, including (but not limited to) new game books or manuals, dice, or a 12-pk of Dr. Pepper.
Probably more, but I gotta run for now... :)
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![Automaton](http://cdn.paizo.com/image/avatar/PZO92104-Automaton_500.jpeg)
DM_aka_Dudemeister wrote:Character Generation:
Everybody gets the following stats - 18, 17, 15, 13, 11, 10.Races: Pathfinder Beta or any +1 EL (Warforged have a +1 EL already, and the other Eberron races get the net +2. Changelings Cha +2, Shifters get +2 in their shifter trait, Kalashtar +2 in any one mental stat).
Unless you made warforged +1 EL as a house rule, they are not level adjusted in the Eberron, or the MMIII, book.
Just from general play the Warforged always seem more powerful than other races. Their apparent weaknesses are pretty much negated by the presence of the Repair Spells and are more than compensated for by their incredible array of immunities.
That said they are a fun race to have in the game, and I really enjoy running a party with a Tin Man, it just means I have to adapt bits and pieces to keep traps and encounters interesting.
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Tangible Delusions |
![Owlbear](http://cdn.paizo.com/image/avatar/bird-eye.jpg)
Here are a few we have:
Starting stats - 4d6 re-roll 1's
Starting Hps - Max at 1st level
Levelling HPs - Option to have GM roll if you don't like your roll, but that roll is final
Natural 20 on attack rolls are always a hit and always a critical unless you need a 20 to hit, then you need to confirm.
Natural 1 on attack rolls is always a miss, and I usually have them roll a dex save at DC10 or else they are flat footed until their next turn. If they have multiple attacks, any attacks after the 1 are lost.
Natural 20 on skill checks that you can't "Take 20" on are always a success
Natural 1's always fail
I allow most basic magic items to be identified by anyone with Detect Magic and Spellcraft.
With one specific gaming group, all 1s on PC attack rolls is a shot of alcohol, GM 1's are sociable shots.
I also just started the "Order of the d30" where once a game session any of the players can choose to use my d30 instead of a d20. I first read about this on RPG Blog II
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Bitter Thorn |
![Harsk](http://cdn.paizo.com/image/avatar/Pathfinder6_Ranger.jpg)
Here are a few we have:
Starting stats - 4d6 re-roll 1's
Starting Hps - Max at 1st level
Levelling HPs - Option to have GM roll if you don't like your roll, but that roll is final
Natural 20 on attack rolls are always a hit and always a critical unless you need a 20 to hit, then you need to confirm.
Natural 1 on attack rolls is always a miss, and I usually have them roll a dex save at DC10 or else they are flat footed until their next turn. If they have multiple attacks, any attacks after the 1 are lost.
Natural 20 on skill checks that you can't "Take 20" on are always a success
Natural 1's always fail
I allow most basic magic items to be identified by anyone with Detect Magic and Spellcraft.With one specific gaming group, all 1s on PC attack rolls is a shot of alcohol, GM 1's are sociable shots.
I also just started the "Order of the d30" where once a game session any of the players can choose to use my d30 instead of a d20. I first read about this on RPG Blog II
I've considered action points or some kind of heroes luck mechanic. It's always a buzz kill when one of the heroes rolls a 1 (or worse yet two 1s) in a key heroic encounter. We had a game where the group wizard wasted half the fight because of two horrible rolls on casting defensively. He's 12 and I felt really crappy for him. I may have to steal some version of this.
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![Xaven](http://cdn.paizo.com/image/avatar/06-majestrixs-5.jpg)
I've considered action points or some kind of heroes luck mechanic. It's always a buzz kill when one of the heroes rolls a 1 (or worse yet two 1s) in a key heroic encounter. We had a game where the group wizard wasted half the fight because of two horrible rolls on casting defensively. He's 12 and I felt really crappy for him. I may have to steal some version of this.
I addressed this in kind of a unique way. Each Christmas, my players receive a "screen monkey card" that enables them to reroll saves, auto-confirm crits, or whatever. The card has a picture of the 5-assed monkey (from south park) on it. Each time the card is used, one (or more) ass is crossed off. It works really well, because they only have 5 each all year, and yet they don't always get used, because they want to save them til when they are "really needed".
I rather enjoy having a player be in a situation like a character death caused by failing a save throw, reaching into his bag and announce "I better use an ass"![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
xorial |
![Sorcerer](http://cdn.paizo.com/image/avatar/PZO9448-Kellid_90.jpeg)
xorial wrote:DM_aka_Dudemeister wrote:Character Generation:
Everybody gets the following stats - 18, 17, 15, 13, 11, 10.Races: Pathfinder Beta or any +1 EL (Warforged have a +1 EL already, and the other Eberron races get the net +2. Changelings Cha +2, Shifters get +2 in their shifter trait, Kalashtar +2 in any one mental stat).
Unless you made warforged +1 EL as a house rule, they are not level adjusted in the Eberron, or the MMIII, book.
Just from general play the Warforged always seem more powerful than other races. Their apparent weaknesses are pretty much negated by the presence of the Repair Spells and are more than compensated for by their incredible array of immunities.
That said they are a fun race to have in the game, and I really enjoy running a party with a Tin Man, it just means I have to adapt bits and pieces to keep traps and encounters interesting.
I've had the opposite experience. They come across as a little weak. I'm the DM of our group and if the party lacks an artificer, the warforged in the group might as well be a normal character without a cleric. The character was a resource sink for the party, always paying to have him repaired until the guy playing the artificer came back to playing with us.
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toyrobots |
![Clockwork Librarian](http://cdn.paizo.com/image/avatar/A18_Robot-Librarian.jpg)
I got one that I plan to introduce if Pathfinder didn't fix two weapon fighting, which I don't believe they did.
Two weapon fighting offers no penalties and does not require any feats in order to perform. It's just like fighting with a two handed weapon or sword and board. The only change other than that is that precision damage (i.e. sneak attack) can not be executed with an off-hand attack unless you take the following feat chain.
Off-hand Precision: Gain precision damage like sneak attack with an off-hand attack
Off-hand Precision, Improved: Gain precision damage with your second off-hand attack
Off-hand Precision, Greater: Gain precision damage with your third off-hand attack
Wow!
Reverse compatible too! 2 weapon rogues don't change much and everyone else just gets more feats!
Well done sir.
I like house rule threads!
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toyrobots |
![Clockwork Librarian](http://cdn.paizo.com/image/avatar/A18_Robot-Librarian.jpg)
I thought action points were necessary but needlessly complex, so I invented my own system called "Luck".
The secret to a system like this is making the players burn through it. I find that this system is flexible enough to prevent character death, and the variability makes it pretty dramatic. For instance, a character can turn an instant kill result into negative HP by rolling all his luck dice and subtracting it from the damage.
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Frogboy |
![Undead](http://cdn.paizo.com/image/avatar/BlackMass_final3.jpg)
Frogboy wrote:I got one that I plan to introduce if Pathfinder didn't fix two weapon fighting, which I don't believe they did.
Two weapon fighting offers no penalties and does not require any feats in order to perform. It's just like fighting with a two handed weapon or sword and board. The only change other than that is that precision damage (i.e. sneak attack) can not be executed with an off-hand attack unless you take the following feat chain.
Off-hand Precision: Gain precision damage like sneak attack with an off-hand attack
Off-hand Precision, Improved: Gain precision damage with your second off-hand attack
Off-hand Precision, Greater: Gain precision damage with your third off-hand attack
Wow!
Reverse compatible too! 2 weapon rogues don't change much and everyone else just gets more feats!
Well done sir.
I like house rule threads!
Thank you! I was starting to think that no one paid any attention to this. I was really hoping for some feedback, too. Sounds like you agree that this does a better balancing act than RAW and TWF feats. I take it that you don't see any major problems that would break it?
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mach1.9pants |
![Argus Wall](http://cdn.paizo.com/image/avatar/PZO90109-Wall_500.jpeg)
You can subtract luck rolls from enemy damage to your or your allies.
Can you use your luck to add to it? ;-)
The 3 off hand precision feats are fine but I would have a 2 wep fighting and level pre-req, you are almost doubling the Rogues average damage output with those feats. But yeah fine apart from that IMO.
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![Cayden Cailean](http://cdn.paizo.com/image/avatar/cayden_final.jpg)
Nah he only drops to d8 and medium progression if he goes to NO armour prof, did I write it wrong? Anyway the scout and swash are designed for light, fighter not.. so if it is a bit of a nerf to get those 8 skill points as a no-armour fighter then so be it, but the player could always use those other classes, or Rogue!
It is not perfect, for sure, but offers flexibility.... cleric of a god of thievery? drop to light armour and have 6 skill points and include stealth and Disable Device on your class list :-)
I probably misread it. That sounds more workable.
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Mistah J RPG Superstar 2009 Top 8 |
![Jester](http://cdn.paizo.com/image/avatar/carnival3.jpg)
Two weapon fighting offers no penalties and does not require any feats in order to perform. It's just like fighting with a two handed weapon or sword and board.
This part has me worried. What do you mean by no penalties? You mean no -2/-2? what if the off-hand weapon is a longsword.. or something bigger? What about the original penalties the TWF feat chain is supposed to get rid of?
But I will say, this idea of Off-Hand precision feats intrigues me a great deal. Enough so that I would love to discuss it in detail. I just don't know if this is the thread to do it in.
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Jason S |
![Gold Dragon](http://cdn.paizo.com/image/avatar/gold.jpg)
I had a number of house rules for 3.5, but until we see the final Pathfinder game, I have no idea.
Things I houseruled in 3.5
1) If you took a 5' step you were still threatened if your starting square was threatened.
2) Additional 1 "hobby" skill point per level.
3) Max HP at level 1, a fixed (75% of max) value for your HP depending on your HP die.
4) I didn't use the XP system, I just "eyeballed it" around 20-50% a level each (8 hour) session.
5) Barbarians: Made Rage last longer. Bonus feats.
6) Cleric: Redesigned the cleric, removed many abilities (class skills, spontaneous castings, weapon and armor proficiencies, turning) and added back abilities based on selected domain. Started with 1 domain and gained another every 5 levels. Clerics were unique, not the generic D&D combat medic cleric.
7) Druids: Removed Diplomacy as a class skill.
8) Rangers: Each level a Ranger gets +1 to a favored enemy. This way Rangers have something to look forward to each level, instead of getting everything in big chunks. Easier bookkeeping as well.
9) Rangers: Revised and compacted the favored enemies list
9b) Rogues: Special ability at level 7.
9c) Paladins: No restrictions on Smite, it always does additional damage. It was renamed 'Smite' also.
10) Sorcs: Gave D6 for hit die. Don't get familiars. Get Eschew Materials at 1st level. Item creation feats not allowed. Added bonus feats every X levels. Custom spells encouraged, I want Sorcs to have the same feel as Marvel mutants, and I want the character concept to rule the game, not rules.
11) Wizards: Spellbook unnecessary if preparing spells from their specialization.
12) Assassin: Improvements all around since they aren't even as good as Arcane Tricksters at being assassins. Enhanced their pathetic spell list (True Strike?? Invisibility?)
13) Arcane Trickster: Nerfed sneak attacks and added in Trickster type abilties.
14) Shadow Dancer: Improved their sneak attacks, hiding improvements, shadow improvements
15) Non-Humans: Removed free languages. It always bugged me that everyone knows 5+ languages when most people have problems with 1-2. Especially since there isn't a system for telling how good they are at the language or whether they can read/write it.
16) Languages: Broke it up into two separate skills, one for speaking, one for read/writing.
17) Negative Levels: I don't use negative levels, I've always found them a pain, instead I use a constitution damage or drain.
18) Spiked Chain: I removed this cheesy weapon altogether.
19) Ranged Weapons: More penalties for range increments and reduced range.
20) Turning: Exactly like PRPG which is really strange. I guess they came to the same conclusion I did.
21) Confusion spell: Simplified the D100 result into a D20 result (which perhaps should be simplified into a D4 result).
22) Sunder: No longer exists after much abuse and silliness by myself and players.
23) Trip: Resolved with BAB+STR, not just STR
24) Metamagic feats: I changed the feats to something more useful with an alternative cost.
25) Ray Spells: Allowed them to be used as melee touch attacks if preferred.
26) Raise Dead/Resurrection: Reduced costs. Being changed into undead doesn't affect the spell as long as the corpse in your possession is not longer undead.
27) Summon Spells: Limited to creatures the caster has formed a bond/pact with.
28) Disguise Skill: Combined into Bluff
29) Use Rope skill: Combined into Survival
30) Expertise feat: Limited by BAB not +5.
31) Dodge feat: Applies to all opponents
32) Item Creation feats: Completely rewritten. Replaced by "Create Magical Item #1-6". With each additional feat you can make more expensive magic items.
33) Snatch Arrows feat: Increased Dex prerequisite
34) Quick Draw feat: Allows a saving throw when being disarmed. Allows a saving throw with fumbles.
35) Undead: In many cases better BAB and better HP. I like my undead scary.
36) Concealment/Cover: I liked the 3.0 rules for concealment and cover better.
37) Golem Price: Reduced the creation cost. Pet peeve!
38) Trap Price: Reduced the creation cost. Pet peeve!
39) + more, but the changes didn't really matter
That's all. Glad you asked? :)
As you can see, Pathfinder RPG resolved many of these issues.
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Kyle Baird |
![Ghoul](http://cdn.paizo.com/image/avatar/PF21-22.jpg)
1) I hate that a +1 weapon will overcome DR 20/magic. One of my houserules is that each enhancement bonus will overcome 5/magic. So a +3 weapon will negate up to 15/magic. If you face a BBEG with 20/magic and have a +3 weapon, the BBEG effectively has 5/magic vs. your weapon. This system adds significant value to +2 and +3 weapons.
2) I hate 1 min/level spells. What's the point? They are effectively "per encounter" spells. I hate my group rushing through things to try to keep their buffs active. More often I find unless it's a BBEG, they don't bother to buff or fly or use any other useful 1 min/level spell. I instituted a rule that all 1 min/level spells are now 10 min/level spells. Yes, a 12th level wizard can fly for 2 hours instead of 12 minutes. IMC, I'd prefer that the characters buff before delving into the crypt, rather than every few rooms. Does this change the balance of power? Sure. But look at most of the 1 min/level spells. Most are non-harmful types. And besides, ene catch with this rule is that I need to approve each spell before it's first use. That way I can stop any spells that might be broken under this rule. (Even Call Lightning isn't broken, as it still limits you to 10 bolts...)
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Kyle Baird |
![Ghoul](http://cdn.paizo.com/image/avatar/PF21-22.jpg)
Not much of a "house rule" per say, but I give out Role Play Awards. At my complete discretion, if a player does some really great role-playing I award them an RP point (with a poker chip). They can collect these and then turn them in for rewards ranging from Auto-stabilizing to temporary bonuses, recalling spells already cast, or even XP.
For the most part it works well, but I think it still needs some further refinement.
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Chris Gunter |
![Guy getting beaten by undead](http://cdn.paizo.com/image/avatar/beating.jpg)
When a character takes a Prestige Class, they are required to complete that class before progressing to a new class.
I can definately see forbidding moving to another prestige class, or even forbidding moving to another base class... But forbidding going back to their original base class(s)? Hmmmm... seems a little harsh for me.
Also, what are your rules on prestige classes that go up to level ten or beyond? Those (theoretically) don't have an end and, like the base classes, go on past their printed levels.
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Caedwyr |
Another type of house rules I've seen mentioned on message boards before, are ones related to simplifying and speeding up combat. I am particularly interested in rules and methods that avoid the use of a game-mat/minis. If anyone has some favorite house rule(s) for these purposes I'd love to hear them.
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Kyle Baird |
![Ghoul](http://cdn.paizo.com/image/avatar/PF21-22.jpg)
Kyle Baird wrote:When a character takes a Prestige Class, they are required to complete that class before progressing to a new class.I can definately see forbidding moving to another prestige class, or even forbidding moving to another base class... But forbidding going back to their original base class(s)? Hmmmm... seems a little harsh for me.
Also, what are your rules on prestige classes that go up to level ten or beyond? Those (theoretically) don't have an end and, like the base classes, go on past their printed levels.
It says new class. The intention was they could always go back to any previously taken base classes, but had to finish their PrC to start a new base class or PrC. I guess is someone had taken a Fighter/Wizard, gone EK for a few levels, but then went back and took wizard and then wanted to take some arcane type PrC, I'd probably let them (they went back to study the arcane arts further, etc).
Basically it was a rule to prevent dipping w/o changing any mechanics (like altering dippable PrCs)
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Prince That Howls |
![Hoary Muntjac](http://cdn.paizo.com/image/avatar/9HoarynMuntjac.jpg)
[b]NEUTRAL[b]....we havent figured it out yet since our only neutral aligned character left the game about a month and a half before the DM thought of this concept, but suggestions are welcome
To me neutral remains as the middle ground between good and evil. Outside of something extreme like always refusing to take sides because the character wants to play Swiss style (which would be horribly boring), I don’t think there’s a set of actions that can earn you ‘neutral points.’ The neutral character is the guy who uses both good and evil means to get what he wants. He’ll spare a healing potion to heal the poor little orphan girl, but won’t hesitate to coup de grace that enemy combatant. He feels diplomacy or intimidation are both equally viable ways of getting what he wants. He probably has no problem helping out a blacksmith with his craft skill, but would want to be compensated for his time. So, if this isn’t the way you’re already doing it, I feel neutral should work something like if your alignment score is less than 4, then you’re evil, if it’s greater than 7 then you’re good, the number in between, you’re neutral.
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Cesare |
![Eagle Knight of Andoran](http://cdn.paizo.com/image/avatar/PZO9435-EagleKnight_500.jpeg)
1) I hate that a +1 weapon will overcome DR 20/magic. One of my houserules is that each enhancement bonus will overcome 5/magic. So a +3 weapon will negate up to 15/magic. If you face a BBEG with 20/magic and have a +3 weapon, the BBEG effectively has 5/magic vs. your weapon. This system adds significant value to +2 and +3 weapons.
In this system, does a +1 keen longsword count as a +2 weapon or is it still considered a +1 weapon?
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![Ikiko](http://cdn.paizo.com/image/avatar/PZO90100-Ikiko_500.jpeg)
This is all subject to change once I get my hands on the PFRPG!
From UA:
Bloodlines
Monk Fighting Styles
Whirling Frenzy (gotta mod this for PFRPG)
Complex Skill Checks
Weapon Group Feats
Defense Bonus (Use armour's bonus if worn)
Armour as DR
Magic Rating
Summon Monster Variants
Contacts
Reputation
Honor
Taint
Sanity
4d6 reroll 1's.
Jump and Climb went into Atheletics.
No class gets less than 4 skill points.
Variant fighters from that Dragon mag.
Only one 10 level PrC. (Kills Munchkinism Dead.)
The biggest change is having finally buried vancian magic. I switched to the skill-based spellcasting system from the Advanced Player's Guide with the physical fatigue option thrown in. I like the idea of shaping the magic on the fly so I also use the weaving rule from Arcana Evolved. Metamagic feats are applied when the spell is cast and the spell's modified level sets the DC to cast it but doesn't actually use a higher spell slot. For example, if I used a metamagic feat on a 1st level spell and this would make it a 5th level spell then the DC I need to beat to cast the spell would be that of a 5th level spell but I wouldn't actually lose a 5th level spell slot. The spell's final level can't be higher than what you could normally cast. I'd really like to use the Mage system from Monte's WoD setting but haven't thought that all the way through yet.
This has made the sorcerer irrelevant so I'm rebuilding the class using the warlock as the skeleton and the sorcerer bloodlines from the PFRPG as the meat. IMHO, the warlock is what the sorcerer should have been and I really like the bloodlines in PFRPG and don't want them to go to waste so it seems like a happy union.
SM
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xorial |
![Sorcerer](http://cdn.paizo.com/image/avatar/PZO9448-Kellid_90.jpeg)
I'm rebuilding the class using the warlock as the skeleton and the sorcerer bloodlines from the PFRPG as the meat. IMHO, the warlock is what the sorcerer should have been and I really like the bloodlines in PFRPG and don't want them to go to waste so it seems like a happy union.SM
I seriously considered this when the warlock came out. I looked a a few 3pp bloodline products as well as the bloodline feats that WotC had. I also thought the warlock is what the sorcerer should have been. May try it once the new warlock comes out in the Tome of Secrets.
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![Tiefling](http://cdn.paizo.com/image/avatar/flyintiefling.jpg)
A lot of creature type features get changed in my games on a case-by-case basis, especially with outsiders.
I'm a big fan of 2E fluff, especially Planescape, even if I never used it 100% as-is. There was so much shoe-horning with a lot of planar creatures that I had to say "nuh-uh" and change a number of things to keep things as I preferred them.
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![Anubis](http://cdn.paizo.com/image/avatar/anubis.jpg)
1) I hate that a +1 weapon will overcome DR 20/magic. One of my houserules is that each enhancement bonus will overcome 5/magic. So a +3 weapon will negate up to 15/magic. If you face a BBEG with 20/magic and have a +3 weapon, the BBEG effectively has 5/magic vs. your weapon. This system adds significant value to +2 and +3 weapons.
That's hot. 3.5 encouraged the use of +1 keen screaming/thundering holy weapons at the highest level, since the exorbitant cost of adding a few more pluses to attack and damage was rarely worth it.
For my 3.X games, the official house rules were;
1) Max hit points and gold at 1st level.
2) Can choose to roll hit points for subsequent levels, or take 50% round up.
3) Balance and Tumble folded into a single Acrobatics skill, which is available to Fighters. (If your class has any one skill that was consolidated with another, the class has access to the new combined skill.)
4) Listen and Spot folded into a single Notice skill.
5) Open Locks folded into Disable Device.
6) Use Rope dropped.
7) Spiked Chain replaced with a weighted or hooked chain that works the same, but only inflicts 1d6 B or 1d4 P, depending on whether it ends with a weight or a hook. (A chain could have a weight on one end and a hook on the other, for versatility.)
8) Classes with 2+Int Mod skill points / level (Cleric, Fighter, Wizard, etc.) get 4+Int mod skill points / level.
Optional house rules we only used for some games (and not all of them were used for the same games!);
1) Fighters from desert or seafaring cultures can give up Heavy Armor Proficiency (and Tower Shields) to have a permanant +1 Dodge bonus to armor class when at medium or less encumbrance. They can also give up Medium Armor (and heavy shield) proficiencies to gain another +1 Dodge bonus to AC when at light or less encumbrance. They can finally give up Light Armor (and light sheild) proficiencies to gain a third and final +1 Dodge bonus to AC when unencumbered. This choice is generally made at 1st level, but could be gained during a 'training montage' (where the character spends a year or so as part of such a culture, and 'forgets' their armor proficiencies to learn the more agile and maneuverable fighting styles of their new culture).
2) All characters get Weapon Finesse for free with any weapon they are proficient with. If the character is skilled with a one-handed light weapon, they can use their Dex modifier for attack rolls in place of their Str modifier.
3) Chain Shirts only confer a +3 Armor bonus. Hide Armor confers a +4 armor bonus. Splint and Banded Mail count as Medium Armors. Any other Light Armors will confer from +1 to +3 AB, Medium Armors from +4 to +6 AB and Heavy Armors +7 AB and above. Medium Armors only reduce movement of characters with a base speed of 30 ft. to 25 ft.
4) All spellcasting classes (Bard, Cleric, Druid, Paladin, Ranger and Wizard) can choose to use Prepared Casting or Spontaneous Casting at 1st level. Prepared casters maintain a book of spells / prayers and prepare them as a conventional Wizard, gaining 2 spells / level to add to their book (and being able to purchase and scribe new spells to add to their collection normally). Spontaneous casters gain a small selection of Spells Known, but an extra casting per day at each level of spells, from which they can cast flexibly. Feats, Domains, Wild Shape, Familiars, etc. remain the same, regardless of whether the spellcaster functions as a Spontaneous or Prepared caster. As a result, Sorcerers no longer exist as a class (being simply a Spontaneous casting Wizard, and gaining all of the Feats, and the faster spell acquisition/progression of the Wizard). Clerics, Druids, Paladins and Rangers, which typically gain access to *every* spell on their spell list, must now choose to be Prepared casters, and research / acquire spells like a Wizard, or Spontaneous casters, with a smaller fixed list of Spells Known.
Spontaneous Casters can 'swap out' a single spell (which cannot be of the highest level that they can cast) every time they gain a class level.
5) Clerics automatically gain proficiency in the Favored Weapon of their diety. Clerics do not gain Heavy Armor proficiency, but can purchase it as a feat and it does not restrict their divine spellcasting.
6) Wizards and Sorcerers gain d6 HD for hit points.
7) Fighters gain a +1 to armed or unarmed damage / 2 levels in the Fighter class (+1 at 1st level, +2 at 3rd level, etc. to +10 at 19th level).
8) Fighters train to maximize the effectiveness of worn armor, making it more effective than on the person of a member of another class. As a result, a Fighter gains a +1 bonus to their armor class when wearing Light Armor at 3rd level, a +2 bonus to AC when wearing Medium Armor at 5th level and a +3 bonus to AC when wearing Heavy Armor at 7th level. This is an unnamed bonus.
9) Fighters can choose to sacrifice offense for accuracy, or vice versa, without the need of Feats like Power Attack or Combat Expertise. (The Feats remain in game for members of other classes.) Fighters are treated as having Power Attack and Combat Expertise automatically for the purposes of qualifying for other Feats.
A Fighter can sacrifice up to his BAB in accuracy to make a Powerful Strike that adds that number to his damage roll. This is an immediate action and does not affect other rolls made in the same round.
A Fighter can sacrifice up to his Damage Bonus (from 7, above) to make an Accurate Strike that adds that number to his attack roll. This is an immediate action and does not affect other rolls made in the same round.
If using Defense Bonus (from the Wheel of Time roleplaying game), a Fighter can sacrifice up to his DB to make a Reckless or Savage Attack, adding that number to his Attack Roll *or* his Damage Roll, depending on the choice made. (He cannot split any of these functions, and can only perform one in a single attack, although, if he has multiple attacks in a round, he can make a Powerful Strike with his first blow, and an Accurate Strike with his second...)
10) Any character capable of making iterative attacks (from a BAB of +6 or higher) can instead choose to make a single Mighty Blow as a Full Attack. The attack is made at full BAB, and inflicts bonus damage equal to the base damage of the attack for each iterative attack sacrificed.
Example: An 11th level Paladin can make 3 attacks with her Greatsword, at BAB +11, +6 and +1. Instead, she chooses to make a single Mighty Blow at her full BAB, doing her normal damage (2d6+Str/enhancement bonus/smite damage/etc) plus 4d6 extra damage for the two sacrificed iterative attacks.
Extra attacks gained from Haste, Two-Weapon Fighting, etc. cannot be combined with a Mighty Blow, only iterative attacks.
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Chris Gunter |
![Guy getting beaten by undead](http://cdn.paizo.com/image/avatar/beating.jpg)
It says new class. The intention was they could always go back to any previously taken base classes, but had to finish their PrC to start a new base class or PrC. I guess is someone had taken a Fighter/Wizard, gone EK for a few levels, but then went back and took wizard and then wanted to take some arcane type PrC, I'd probably let them (they went back to study the arcane arts further, etc).
Basically it was a rule to prevent dipping w/o changing any mechanics (like altering dippable PrCs)
(Bold added by me, Chris Gunter)
Oh my gosh, so it does! So sorry there! (Boy, is my face red.) Hope I didn't come off as rude or anything... :)
As I said, I can definately see such a restriction under your terms... good DMing, sir, good DMing. (Enter Chris with thumbs up here.) :)
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Roman |
![Dragon Skeleton](http://cdn.paizo.com/image/avatar/Treasure-vault.jpg)
I have also called my action point system "Luck".
In my system, every character has a "Luck" ability score - it is appropriately the "7th" (lucky ;) ) ability score.
Each PC then receives a number of luck points equal to the PC's level + Luck ability modifier. The points are calculated anew every time the PC advances a level, but any excess unused points are lost.
Luck points can be applied to any d20 check (attack roll, saving throw, skill check, ability check, caster-level check and so on) as follows:
A player may spend any number of luck points on a single roll, but how many luck points are to be spent must be declared when the decision is made. Hence the player cannot keep adding luck points checking each time in between whether the result is a success. The exception to this rule is that players whose characters have positive Luck ability modifiers can make an extra number of declarations equal to their luck modifier per roll.
Characters can also use luck points to convert a situation that would have killed them into a permanent injury. A minimum of 4 luck points are necessary to do so, with increasing numbers of luck points mitigating the severity of the injury. The injury does not heal naturally or by normal curative magics, but it is not truly permanent, since it can be healed by sufficiently exotic means (generally requiring some sort of quest to acquire).
Other uses of luck points are also possible.
There is, however, one more catch to using luck points. A character can use the number of luck points equal to his luck ability modifier without any adverse consequences. Any use of the extra luck points deriving from his level, though, grants me an equal number of "plot point". I then use these in critical situations against the character in question or to introduce plot elements related to the character that would be unlikely to happen otherwise and are not the fault of the players. I can get pretty creative with these things, to everybody's great amusement.
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Steev42 |
![Necropye Wraith](http://cdn.paizo.com/image/avatar/11Fire-Wraith.jpg)
I've played around with house rules, but really only one has stuck around for long (save for various interpretations of spells, etc.). I've nixed the massive damage rule completely. In place of that, I just allow open-ended criticals. If your critical confirmation is also a threat, roll again. Each successful confirmation after the first adds one to the critical multiplier. This is obviously more powerful when you look at bigger threat ranges (15-20?), but it's come into play so rarely that I've not been concerned with those effects.
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Mistah J RPG Superstar 2009 Top 8 |
![Jester](http://cdn.paizo.com/image/avatar/carnival3.jpg)
1) I hate that a +1 weapon will overcome DR 20/magic. One of my houserules is that each enhancement bonus will overcome 5/magic. So a +3 weapon will negate up to 15/magic. If you face a BBEG with 20/magic and have a +3 weapon, the BBEG effectively has 5/magic vs. your weapon. This system adds significant value to +2 and +3 weapons.
I like this too, but I am curious how you resolve it with regards to monks and their ki strike ability. They just get "magic" added to their unarmed attacks without any plus.
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ajb47 |
![Wight](http://cdn.paizo.com/image/avatar/wight.gif)
Am I the only one who banned the spiked chain?
No, I did it, too. I once saw a quote in someone's sig that amounted to the spiked chain being there to help breed stronger DMs who weren't afraid to ban things from the core rules. For the record, I banned it before I saw the quote.
Despite how long it's been out, my group has only played one whole campaign in 3.5 and parts of several others, so we probably aren't the best examples of finding things that need houseruling. That said, I am slowly building a list that I will start using in my campaigns. It includes things like:
- minimum 4 skill points/level
- no favored classes -- humans and half-elves get 2 more class skills instead
- Fighters get a few more skills to round them out. I haven't fully decided yet whether to base the skills on the player's fighter concept (such as a knight character getting Knowledge(Nobility) and Knowledge(history) or somesuch) or to just add several skills.
- For abililty scores, players can use 4d6 drop lowest or 30 point buy. Players are allowed to roll then decide if they'd rather use point buy.
- Druids have a "native" terrain. Wildshapes chosen from there are available freely. All others require a roll and/or some study. The exact mechanics
- Someone else above said they sort of rebuilt the cleric based on domains and I am thinking of doing something similar. It seems strange to me that a cleric of the god of Music, Literature, and Beauty should get to cast Righteous Might.
- I have a list of things I want to houserule about full spellcasters, but I haven't settled on anything yet. One I would like to implement is changing some of the harsher attack spells into melee touch and full-round casting so they can be interrupted by alert characters. I read about it on one or another forum and thought it sounded like a nerf that wasn't a huge nerf.
As I said, we haven't played many campaigns with 3.5 -- we have more than one DM and we also play some World of Darkness games -- so not many houserules.
AJ
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eric warren |
House Rules:
Karmic chance: If you write a detailed history your player gets one karmic chance. ie: Once when he would die..fate intervenes and something else happens. It helps balance my tough world.
Perks for writing interesting historys
Paladin's have perm. pro. from evil. Any ally wihin 5' of the paladin gets +1 to hit and on saves vs evil. No anti-paladins.
4'11" step replaces 5' step for casters. Meaning you can move but not get out of striking range to cast with a 5' step.
Multiple nerfing of many spells.
Restrictions on feats that enhance spell DCs
Damage to casters stacks from the end of their prior round to their current round for determining concentration checks to cast. Damage inflicted while casting counts double for purposes of con checks.
Invisibility can be seen through by attempting to disbelieve. Success allows detection but the invisible party gets lesser benefits.
You can ready an action within a cone of sight. ie: I ready to shoot an arrow at anyone casting.
Opposed ability checks are determined by doubling the ability bonuses (or using a D10). (An 18 str +4 vs a 10 str +0 over a d20 is unrealistic)
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Gnorr |
![Water Elemental](http://cdn.paizo.com/image/avatar/36_Medium_Water_Elemental.jpg)
For the last few years, my main concern has been getting rid of the 10 minute work day. I just let all casters roll for each spell cast in the last encounter if they regain its use after they've had a 10 minute rest:
Lvl 0=90%, 1=80%, 2=60%, 3=30%, 4=25%, 5=20%, 6=15%, 7=10%, 8=5%, 9=1%
In my experience, this provides a nice compromise by making casters carefully consider the use of their next spell (especially the more powerful ones), yet still allows them options beyond using a crossbow after multiple encounters. If I want to deplete their resources, I just deny them the 10 minutes of rest by appropriate in-game measures.
Since these recovery rules also apply to healing spells, I haven't found it necessary to introduce alternate frameworks for that area (reserve points etc.). Even if not fully healed, the PCs generally feel healthy enough to continue on after multiple encounters.
For non-caster classes, we have been using techniques already suggested elsewhere (e.g., our paladins are pretty much Pathfinder-compatible with multiple uses of their signature powers etc.)
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Kyle Baird |
![Ghoul](http://cdn.paizo.com/image/avatar/PF21-22.jpg)
Kyle Baird wrote:In this system, does a +1 keen longsword count as a +2 weapon or is it still considered a +1 weapon?1) I hate that a +1 weapon will overcome DR 20/magic. One of my houserules is that each enhancement bonus will overcome 5/magic. So a +3 weapon will negate up to 15/magic. If you face a BBEG with 20/magic and have a +3 weapon, the BBEG effectively has 5/magic vs. your weapon. This system adds significant value to +2 and +3 weapons.
+1
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Kyle Baird |
![Ghoul](http://cdn.paizo.com/image/avatar/PF21-22.jpg)
Kyle Baird wrote:1) I hate that a +1 weapon will overcome DR 20/magic. One of my houserules is that each enhancement bonus will overcome 5/magic. So a +3 weapon will negate up to 15/magic. If you face a BBEG with 20/magic and have a +3 weapon, the BBEG effectively has 5/magic vs. your weapon. This system adds significant value to +2 and +3 weapons.I like this too, but I am curious how you resolve it with regards to monks and their ki strike ability. They just get "magic" added to their unarmed attacks without any plus.
It progressed with their level, don't remember how exactly though right now. :)
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hogarth |
![Unicorn](http://cdn.paizo.com/image/avatar/unicorn2.jpg)
For the last few years, my main concern has been getting rid of the 10 minute work day. I just let all casters roll for each spell cast in the last encounter if they regain its use after they've had a 10 minute rest:
[details snipped]
I'm using the Unearthed Arcana "spell recharge" rules for the game I'm currently DMing for the same reason.
There are a few other minor house rules (on top of Pathfinder Beta rule):
- PCs get (max-2) hp per level, although they can roll if they want
- Gate cannot be used to control a called creature, nor can it force a creature to come through the gate
- Scrying doesn't count as knowing an area for teleport purposes
There are a few others, but those are the ones I remember off the top of my head.