| Dragul |
I, like many dms, have my own basic list of house rules. This community as a whole seems very kind and knowledgeable, so I wanted your opinions on them. Just a warning, I tend to give my players alot, so my games tend to be on the strong side.
Starting HP: I have it that instead of full HD, I have my players roll, but give them their CON score as an addition to it.
(That gives my players a bit tougher barrier of hp when fighting, yet gives a bit of luck of the dice that I enjoy to influence their starting HP.)
Ability Scores: Whenever a character hits a 4th level (4th, 8th, 12th...) They can increase two scores by one.
(My reasoning for this, is that it helps character types that depend on multiple scores scale a bit better along with those that depend on just one, yet everyone benefits from it.)
Death Spells: I have reverted every spell that does 10 damage per level of the caster with the death effect into a save or die spell.
(This was one of the few things I didn't like with the pathfinder changes, I liked the risk of death at that level of play to be constantly in the air.)
Stat Boosting Items: I was never a fan that they tended to remove the effect of the spells they are based on, and I have removed all of those that are above +2, attempting to give a greater importance to the spells.
I am very interested in receiving all of your input and advice. Thanks in advance.
| Karuth |
Starting HP: My standard group has this variant of the starting HP as a houserule too, especially when playing in small groups (2 players) without any healers.
But we allowed one stat to chose from. Meaning a Wizard could get his Int score as bonus HP if he wanted.
Con, Dex and Str gave real HP, while Int, Wis and Cha gave temporary HP (sort of a natural magical barrier that replenshed when sleeping).
Ability Scores: I like your idea with two score updates. As you said it does benefit characters with classes that need many stats. I'd just add one little restriction. One increase has to be a phyiscal score and one a mental score (because a barbarian would take +Str and +Con everytime)
Death Spells: Very funny. My group had the houserule in 3.5 that every instant death spell just deals mucho damage per caster level on a failed save because we didn't like the save or die mechanic ^^
Stat Boost: Generally in our games with have the "one powerful item" rule. Everyone gets a cool gimick (or a set of items that complement each other), while the rest is pretty much non-magical or only very weak magical equipment compaired to the main item.
I personally avoid getting too many standard items (bonus to saves, AC and abilities) and focus more an neat items that give unusal options or bonuses.
| Steev42 |
Death Spells: I have reverted every spell that does 10 damage per level of the caster with the death effect into a save or die spell.
(This was one of the few things I didn't like with the pathfinder changes, I liked the risk of death at that level of play to be constantly in the air.)
I kind of went middle ground on this. I made a house rule that basically says any [death] spell or effect, you make a save every round (suffering the damage each time) until you either pass the save or die.