| Charender |
We don't sweat item location unless it becomes an obvious issue, like the guy with 50 scrolls in a normal backpack. At somepoint prettymuch everyone gets a haversack, a potion bandoleer, and a weapon sheath, and that is mostly the end of it.
Other rules I thought of.
All of the improved and greater feats in the Vital Strike and Two-weapon fighting chains are virtual feats. You get them automatically once you qualify for them. This means that you only have to buy the base TWF or Vital Strike feat, and it will improve as you level.
We also use the Vital Strike combines with spring attack and charge houserule.
With these two rules, Vital strike ALMOST becomes a decent feat.
I have a homebrew set of firearms rules. Firearms are really slow to load(2 feats to get to 1 shot every other round), but they have a high damage potential(especially when combined with vital strike). This make them a viable choice for an alpha strike weapon where I quick draw 2 pistol and shoot before I draw a sword and charge in.
| Power Word Unzip |
My House Rules:
1. An attack roll of natural 1 is considered a miss, and you must draw a card from the critical fumble deck! A skill roll of natural 1 always fails - and sometimes incurs an additional negative result, the nature of which is left to the GM's fancy.
2. An attack roll of natural 20 always hits, and the critical confirms automatically, dealing double damage. Ditto for skill checks.
3. A full withdrawal only lets you move up to your speed without taking an attack of opportunity. (I've never understood why withdrawal is so easy to do in this game.)
4. Brew Greater Potions may be taken as a feat, allowing you to brew potions of spell levels 4-6 using the same rules as the Brew Potions feat.
5. Combat Expertise is no longer a prerequisite for Whirlwind Attack. (You don't have to be a genius to spin in a circle and hit lots of stuff.)
6. In a game where the full skill system is used, substitute your Spellcraft bonus or penalty in lieu of Concentration checks. (Beta rules got this right, and it should have stayed that way.)
7. A movement of 1 square on a 5-foot scale over normal terrain always equals a 5-foot step, even when moving diagonally. (Yeah, yeah, hypotenuse-geometry-realistic-simulationist, blah blah blah. No one cares. This makes things easier on everyone.)
8. Weapon size penalties are to be interpreted loosely. A human's dagger is roughly equivalent to a halfling's short sword, and what an elf thinks of as a greatsword could just be a longsword to an ogre. (Seriously, weapon sizing is ridiculous. In "The Hobbit", Bilbo picks up a human-sized dagger and uses it as a halfling-sized shortsword. This isn't a game-breaking assumption; weapon size is a nitpicky thing that should be abolished. Armor, OTOH...)
9. A character with Evasion takes minimized damage on a successful Reflex save for an effect which would normally deal half damage on a save, instead of taking none at all. (Thieves at ground zero of maximized, empowered fireball taking no damage whatsoever is BS.)
| BigNorseWolf |
Eyeballing the cover rules.
Look at table
Do i think that person/whatever is in the way of a shot? yes/no.
Some of the cover rules get a little wonkey. For example, a 30 foot long dragon standing behind a 5 foot section of wall technically gets a +4 cover bonus, as does an ogre fighting with half his body around a corner.
Crimson Jester
|
Ok so house rules. I will touch on Linguistics since I see it has been brought up here.
I make a distinction between Spoken and Written Languages. You need to be proficient in both separately.
Druidic has no written component. Rangers can choose to belong to a druidic group and as such have it as a bonus language if they so choose. I have thought of allowing witches to do this as well.
Ancient has no remembered spoken component. It along with Draconic are the languages most spells have been written in.
Arcane spells require the ability to speak Draconic, or another magical language.
You get your bonuses to languages known from Race, Class and Int Bonus as normal but must choose either written or spoken.
Wizards get a single bonus language of either, written Draconic or Ancient as well as Spoken Draconic.
I have also allowed Quickdraw, as has been noted by others here, to work with a variety of items.
Spell component pouch’s have a hard limit of 25 spells when new. Then you run out of components.
Death and soul departure: In my games there is a difference between when one dies and when their soul leaves the body. If at anytime before the soul leaves, which is varied by race and Con bonus, some one heals the person by any means, then they can be brought back from the brink of death. If however the soul has left either by the time having ran out or by some malicious magical means then you have a soulless body. Which will function basically as a vegetable; eat if food is put in its mouth and drink as well, but with no control of bodily functions, and be totally dependant for survival until a soul of some sort is placed within the vessel or it expires from exposure or malnutrition.
| Urizen |
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Some good houserules I'm reading in here. I'm really liking this. Especially since you look at the RAW, made a decision to issue a houserule if you don't like something and want something more accommodating. And got your game on with nary a fuss.
"Houserule it. And get over it."
Carry on, gentlepersons.
| Treantmonk |
| 1 person marked this as a favorite. |
I don't believe in luck based HP, so after 1st level, PC's in my campaigns get half their die type +1. (So if you would normally get a d6, you get 4 hp, if you would normally get a d8, you get 5, if you would normally get a d10, you get 6 and if you would normally get a d12, you get 7)
Generally, I skip over die rolling whenever possible. For example, if a PC role plays an exceptional bluff, I won't make him roll, but if he can't think of a good bluff, I'll let him roll the skill instead.
| Goraxes |
Saving Throws: 20 always passes, 1 always fails.
Healing: Heal spells Do (1D4+4)*CL + Level
Example: Cure Mod: 2D4+8+CL
Makes Cure spells Better.
Skills: Nat20 Adds +10 to skill, Nat01 adds a -10 to skill.
Need to Sleep ~8 hours to level up.
Max HP at level 1
One re-roll allowed, MUST keep the results when you level up.
When crafting Magic Items, you can use the Price Reductions but the items are worth NOTHING to sell. (also stops the party from selling everything for tons of cash when another party member dies).
| KaeYoss |
I wanted to ask you all, what are the changes to the Rules As Written that are most common? Do you, personally, house rule anything?
My house rules document has 15 pages so far. To be fair, that includes a bit more than one page of index and 5 pages of weapons and armour charts.
Too many of the weapons and armour in the various Pathfinder books annoy me (one of the few things Paizo seems to be not very good at), so I threw it out and made my own master list.
A lot of house rules I used to have have become obsolete in Pathfinder, since they are in the rules now.
One I see often is a change to the channel energy ability (the one clerics, paladins and some other classes have): Instead of having to choose between healing the living and harming the undead (or vice versa for negative energy), a lot of people rule that it always does both. It's a burst of positive (or negative) energy, after all.
Another wide-spread (quasi-)house rule is a change to the Vital Strike feats that make them work whenever you make a single attack during your turn, so it works with nearly everything - spring attack, charge, you name it.
I personally make it work whenever you use it on your turn to make a single attack against a single attack (roll) against a single target with a weapon (does not apply to spells). And I grant them as bonus feats to everyone who qualifies (which means that you get them at BAB +6, +11 and +16)
And I think that many people change Two-Weapon Fighting so the basic feat covers all extra attacks (so it's three feats rolled into one)
| Irulesmost |
Irulesmost wrote:Holy crapping CRAP, dude! These don't "just make sense" I would NEVER play by these rules unless you've done TWICE as much to beef up non-casters. The reason a witch or wizard shouldn't be invincible, as a "powerful master of the arcane," is not only that the game should have some SEMBLANCE of balance, but also that your characters are still mortal (or at least fallible,) and need weaknesses, or else they are indistinguishable from gods. PCs should not be gods. At least not until the campaign ends.
Cantrips have already been beefed up to be usable infinite times per day. Also Standard action grease -> move action->spark sounds a little insane. Material components are slightly balancing, but also make sense from a flavor standpoint (How many casters in lore have a whole bunch of miscellaneous crap lying around their den or tower or whatever. Eye of Newt etc.) Casters are already more powerful and better than non-casters even WITH a Vancian system. I'll hazard nobody in your gaming groups plays a fighting type class once they realize how insanely broken your rules are in favor of casters.
It's your game, your players, and your houserules, and I'm not going to have an argument with you, but JESUS man!
Not all of these rules are in effect at once (not unless the whole party is composed of full casters); specifically, the cantrip/orison and doubling effects are mostly for when newer players want to play spellcasters, but feel like they're underpowered. The only rules from the convenience list that are in effect globally (in every game) are the wizard/witch specifics and the spell recharge variant.
I always have my players vote on what houserules they want active during the campaign. Sometimes, they just want to play with godmode on. I've never had a full non-caster group (in seven years of GMing) so I've never bothered to improve the melee classes. Obviously if that changed, new houserules would follow.
Also, when anyone casts grease, they have to make a...
Wa-hey! Sorry for that over-reaction. I think I was in the middle of an argument somewhere else (either on the boards or IRL) that gave me bad feelings, and I let some spill over here. My bad, bud. For what it's worth, with the clarifications there, your games actually sound pretty fun.
| Necromancer |
Wa-hey! Sorry for that over-reaction. I think I was in the middle of an argument somewhere else (either on the boards or IRL) that gave me bad feelings, and I let some spill over here. My bad, bud. For what it's worth, with the clarifications there, your games actually sound pretty fun.
I've added so much that it's difficult to keep track of it all away from the table; I guess documentation's in order. Also, after referencing this thread for another house-rule topic that cropped up, I reread both posts and realized I marked all as global in the first post then did not clarify which were which in the second post. The moral of this story is bad things happen when I oversleep.
Link to the thread mentioned along with an actual global house-rule list, minus the mistakes. I didn't include the unintentional spell consequences here either, because those are usually dependent on other situational changes.
| Can'tFindthePath |
TriOmegaZero wrote:Oh yeah, I forgot. I don't track material components, non-magical ammunition, or encumbrance.we also ignore material components except the most expensive ones such as stoneskin, wish, true ress and so on. (and you don't need the components just the gold)
Who are you guys trying to kid? As the most common (accidental) house rule, my table generally ignores ALL material components. Expensive has nothing to do with it.
Come on, so do you, admit it!
| Can'tFindthePath |
LazarX wrote:Mok wrote:This elaboration does a few things. It acknowledges that adventurers in a fantasy world that rely on all sorts of gear for survival, ought to be sensible enough to store the items so they can grab them how they see fit, something that the published Quick Draw feat wants to deny. In particular wands and potions ought to be made ready to draw at a moments notice, and is seen constantly happening in Harry Potter.That's not a fair comparison. If you take a look at Harry's inventory sheet generally the wand is the only thing he carries. He's not managing up to 50 lbs of other gear as well.My point though is that in a world where wands are important, such as Pathfinder, you'd think that people would make a habit of storing them for quick use. They'd be seen as just as important as a dagger or a sword in their need for accessibility.
I've never quite understood, even with what the devs explained, why Quickdraw wouldn't work for any item that one determined is very useful to have on hand. If you are in a dangerous environment, and plan to utilize a magic potion that is going to greatly aid you in a battle, you'd think someone would come up with a way to draw it at a moment's notice.
Even the wrist sheaths in the Adventurer's Armory are weird. In order to get a wand to be drawn with a swift action you have to get this elaborate spring action mechanism. However a dagger, which technically doesn't even have to be specified as being stored in a sheath by RAW, can be drawn as part of a move (with BAB+1) or as a free action with QD. It's just a strange and arbitrary ruling.
Just make a perusal of the excellent Wayne Reynolds art throughout Pathfinder for some inspiration on "readied items".
Btw, your readiness rules absolutely rock! I'm taking them and not even asking.
| Lazlo.Arcadia |
Mage Evolving wrote:We don't confirm natural 20s. Nothing ruins your day faster than rolling a natural 20 and not confirming it with a 1.We do, but no matter if it is a crit or not, you max out the damage on one die.
This is one of my (many) house rulz as well. A Natural 20 is always max damage from weapons. If it is a bow/crossbow, you are considered to be impaled and need a Heal check (dc 15) to remove without taking additional damage. (Roll normally for damage when hit, and again when removing.)
I also expanded this to cover the DC from spells which require the caster to roll D20 to determine the dc of the spells vs having a static DC for every fireball. My formula for all spells / all casters is: D20 + ½ caster Level + Stat + Feats / Bonuses (spec / domain add the normal +2 bonus). Thus if you rolled a Natural 20 for spell casting the you get whatever is the max effect for that spell. Max damage / range / duration or whatever.
On the flip if you rolled a Natural 1 for the spell you could effectively fumble it (at which point i as the DM control the spell) and it could fizzle out, blow up in your face or whatever would make for good story at the time. Armor spell failure penalty adds a +1 per 5% to this roll unless using the Still Spell feat per core rules.
Some of the other house Rulz i have used include "Global" penalties or bonuses such as a +2 to EVERYTHING for a cleric in their own temples. Hit, damage, saves, skills, etc etc.... This also works in reverse such as the cleric is in the Temple of Evil!! being at a "Global" -2 penalty on EVERYTHING!!
Another more useful one was anything with a duration of more than about 3 rounds we simply count as "lasts for the encounter" and let it go. Less math and accounting.
On magic & counter spelling i allowed 1 spell per round to be cast as a free action, but it could only be a buff spell. Mage armor - yes, Fireball - no. Resist elements - yes, Cure X Wounds - no. To counter spell you make your DC check normally and "roll off" against the other caster. It does not have to be the same spell. You loose your free buff cast when using this option.
If you are interested in seeing the full list of the house rulz from our campaign (heavy rework on magic) feel free to check out my campaign website at: http://www.obsidianportal.com/campaign/lazlo-cos-pathfinder/wikis/main-page
| Lazlo.Arcadia |
My House Rules:
8. Weapon size penalties are to be interpreted loosely. A human's dagger is roughly equivalent to a halfling's short sword, and what an elf thinks of as a greatsword could just be a longsword to an ogre. (Seriously, weapon sizing is ridiculous. In "The Hobbit", Bilbo picks up a human-sized dagger and uses it as a halfling-sized shortsword. This isn't a game-breaking assumption; weapon size is a nitpicky thing that should be abolished. Armor, OTOH...)
9. A character with Evasion takes minimized damage on a successful Reflex save for an effect which would normally deal half damage on a save, instead of taking none at all. (Thieves at ground zero of maximized, empowered fireball taking no damage whatsoever is BS.)
Totally agree with both of these, and I'm stealing #9 as of right now to into my next game session!
| Lazlo.Arcadia |
Here is another one i used in my campaign, for every level of toughness you take it also increases the minimum value of your dice when rolling for HP. Meaning that your Fighter with Toughness (which he has taken twice) rolls his d10, any value of a 1, 2 or 3 would result in a 3 value as it has increased the minimum value twice. Yes this results in more HP, but then the character must spend multiple feats to get such benefits.
Yes, Toughness still gets the +3 initial HP & +1 HP / LVL as per normal.
LazarX
|
My point though is that in a world where wands are important, such as Pathfinder, you'd think that people would make a habit of storing them for quick use. They'd be seen as just as important as a dagger or a sword in their need for accessibility.
It's not really a major issue. You just have to have the item in an appropriate holder just like a sheathed sword, i.e. wand sheath, potion belt, etc. Digging around in your bag of holding or backpack would not work for the feat.
LazarX
|
This is one of my (many) house rulz as well. A Natural 20 is always max damage from weapons. If it is a bow/crossbow, you are considered to be impaled and need a Heal check (dc 15) to remove without taking additional damage. (Roll normally for damage when hit, and again when removing.)
So that means if I'm so lousy with my weapons the only way I hit is with a natural 20, I'm going to impale and do max damage every time I connect?
Does anyone else besides me see a problem with this?
| Jay159 |
In our group we roll to confirm critical hits and critical misses. We also vote on whether or not to use the critical hit/miss deck, because that can really change a battle for the better or worse. It caused a total party wipe on one occasion.
We've interpreted that since administering a potion is a full-round action another person could administer a potion during combat. It's a little strange to see the alchemist come up behind the magus in melee and pour a potion down his throat, without provoking attacks of opportunity. It kept us alive though.
Another thing we allow is for more than just weapons to be stored in the wrist sheath like potions and scrolls. It's been very useful. In regards to burning a feat to draw a commonly used item, it is a little lame. I think we're about to house rule that any item that you commonly use in battle as a weapon (wand, rod, etc.) can be drawn as a free action so long as you have a BAB+1
Ninjaiguana
|
Hmm, house rules...
1) Lowering spell resistance is a move action, not a standard. Otherwise as per RAW.
2) Vital Strike works anytime you make a single attack, including during Spring Attacks and charges. Though not for standard action 'special' attacks such as Deadly Stroke.
3) Arcane Armour Training/Mastery is just on, you don't need to spend a swift per round activating it.
4) Blind-Fight allows you to retain your Dex from invisible foes if they have no surprise on you, but you still lose Dex against any attackers (invisible or not) that surprise you. (Basically differentiating between 'flat-footed due to surprise' and 'denied Dex due to invisible attacker'. Blind-Fight will help with the second, but not the first.) This may be more RAW than a house rule, but it's come up as ambiguous in conversation.
5) The skirmish ranger's attacks which apply conditions (entangle, shaken, etc) allow a save of (10+1/2 ranger level+Dex mod) to negate the effect.
6) The witch's slumber hex only affects targets of equal to or less hit dice than the caster.
7) Arcane Trickster has 3/4 BAB, not 1/2. It doesn't help.
8) Players get 3/4 HD at each level after first, and have a 25 point buy. Pets, eidolons, etc get 1/2 HD at every level.
Oh, and intelligent pets (eidolons, familiars) get their own initiative, but animal companions act with their owner unless given prior instruction.
I feel like there are more than that, but I can't bring any others to mind. Also have a few things on the banned list (Hello, Terrible Remorse! Hello, Antagonise!), but not nearly as many as in 3.5.
| Niklas |
We count diagonal moves the same way as we do normal move. Basically the same as in 4E.
We also use the critical hit deck, lot's of fun.
And we also scrapped the fifty hit points instant death fort save. No one in our group really cares for that one.
And yeah, like most folks I don't keep track of material components or encumberence, unless there's a very good reason for it, or if it comes too obvious that the characters are overloaded.
| Niklas |
Lazlo.Arcadia wrote:
This is one of my (many) house rulz as well. A Natural 20 is always max damage from weapons. If it is a bow/crossbow, you are considered to be impaled and need a Heal check (dc 15) to remove without taking additional damage. (Roll normally for damage when hit, and again when removing.)
So that means if I'm so lousy with my weapons the only way I hit is with a natural 20, I'm going to impale and do max damage every time I connect?
Does anyone else besides me see a problem with this?
Actually no, I don't really see the problem. Those natural 20's are still quite rare, and even Pippin (or was it Merry) managed to mutilate that badass nazgul. In a heroic fantasy world, I'd say it's quite appropriate that even the lowliest "to be-hero" can pull off a lucky shot every once in a while.
| Dapifer |
Mok wrote:Which leads me to a houserule about "Item Readiness."I rather like that house rule, Mok.
Me too, in fact, if only because I am almost certain you can't possibly have done it, I would think you stole my idea Mok! :P
No really, I use something scarily similar, in fact it's basically the same as your Item Readiness but with different names. It even applies to Quick Draw.
| Bwang |
TOUGHNESS
Benefit: Your hit points per die increase by 1.
Special: You may take this feat as often as you want, but it has an upper limit of the die's maximum result in each Class.
d4 classes max at 4 per level, gaining no benefit from a second selection.
d6 classes max at 6 per every level, gaining no benefit from a third selection.
d8 classes max at 8 per every level, gaining no benefit from a fourth selection.
d10 classes max at 10 per every level, gaining no benefit from a fifth selection.
d12 classes max at 12 per every level, gaining no benefit from a sixth selection.
Mok
|
Another one that I always use is Fractional BAB and Saves.
One of the big barriers for some really interesting combinations, such as Rogue/Monk, or now Monk/Ninja, is that their BAB progression leaves the character really falling behind, particularly with gaining access to various feats.
Mok
|
Epic Meepo wrote:Mok wrote:Which leads me to a houserule about "Item Readiness."I rather like that house rule, Mok.Me too, in fact, if only because I am almost certain you can't possibly have done it, I would think you stole my idea Mok! :P
No really, I use something scarily similar, in fact it's basically the same as your Item Readiness but with different names. It even applies to Quick Draw.
Great minds think alike and all that...
There is a lot more to what I developed. I really like to see a lot of mundane equipment have real value in the system. I'm very pro "If you have the tools, you have the talent" as far as mundane equipment goes... less with magic items.
I went through the whole action listing in the combat section and teased out mundane equipment that would help in the action economy.
I do a lot of hiking and backpacking and one of the things that the d20 system doesn't do well at all is show how important little adjustments in regular mundane equipment can have on performance. The system basically glosses over all of the regular gear and by 3rd level you're in magic-item land where all solutions are made with supernatural or superhuman abilities. Over the years I've been trying to make a more mundane and organic layer to low level play. I want it to feel much more like Lord of the Rings, where having a meal at a campfire is really meaningful, just the way it is after spending a whole day of backpacking in real life.
Anyway, the readiness of equipment is just one of those things that spawned from backpacking. When you're carry a huge load on your back and your trying to make good time on the trail, you want to carry your gear in such a way as to avoid stopping a lot.
For backpacking my swift action is being able to drink water from my camelback water tube. I can stay at a full stride and take a sip without any break in my effort. If I was in bear country then I'd likewise have some bearspray hanging, sheathed or otherwise ready to grab at a moments notice.
The move action is the chest pouch I have strapped on the front of my backpack straps that contains snacks, map, camera, etc. Likewise, my front pockets I'd say would also be move actions. I could keep moving, but unzipping, grabbing around, etc. does slow me down a bit as I have to pay attention to both my footing and this other activity.
Finally, if I have to get something from my backpack it's a full-round action... well, actually in reality it's nowhere close to a full-round action. If my life depended on it I suppose I could get something from the top or in a side pocket in 12-18 seconds by quickly unbuckling the pack belt, toss it to the ground and rip open the pack. Getting that pack back on... ugh, maybe 6 seconds if everything went right, but more like a least a few rounds.
But, a four-round action just isn't going to fly in terms of fun in a game, so the full-round action should be sufficient at gumming up the action economy.
| Kevin Andrew Murphy Contributor |
House rules for my Pathfinder game:
1. Comeliness back in as a stat. Rules from the 1st ed Unearthed Arcana used by the book. Interactions adjudicated after that. For example, using cosmetics can add to Comeliness but not to Charisma..
2. A natural 1 is a botch and a natural 20 is a crit for all checks, not just combat. Entertaining things can happen, especially when it's the BBEG botching a Diplomacy check and accidentally bragging about his evil plans as he forgets who he's talking to. "Wait, was that my inside voice?"
3. Mindless undead are not evil and spells to make them do not gain the Evil descriptor, but are still banned in most civilized lands as socially unacceptable.
4. Folklore over mechanics. If there's some well known bit of folklore or literary precedent for dealing with a certain monster a certain way, it may work, even if it's not in the stat block. Likewise, it may have some extra powers not listed in the stat block but listed in the folklore books.
5. Physics over mechanics. Just because a certain set of rules doesn't model reality in all circumstances doesn't mean that GM fiat can't fix things to make it believable.
Darkholme
|
All PC hit dice are maxed.
Personally I hate this change, and its one I've seen before, many times. It's equivalent to: all x/day abilities damages do half the damage rolled, or all x/day abilities half half the uses they usually have (which is a bit more accurate).
If everything has twice the hitpoints, than anyone with limited resources now needs to make them go twice as far.
Darkholme
|
Charender wrote:I offer my PCs a choice, avg roll (rounded up) or roll once.
When you level up, roll twice for your HP, and take the highest.
I do that, but also allow them to pick any arbitrary number of dice, roll them, and average them out, or roll any odd number of dice, and take the middle result.
Some of the biggest and simplest ones I've done:
Fractional BAB & Saves: Whenever a class has a numbered progression that stacks with other classes, I find the pattern and use the pattern instead, and you round at the end. Has a fairly big effect on multiclassing.
BAB:
1/2, 3/4, 1
Saves:
1/3, 1/2
Finally, you'll notice good saves start at 2 for base classes. I have that work like the class skill bonus on skills. If you get it multiple times from multiple classes they dont stack. So Monk1 Wiz1 would have saves of 2.83~, 2.83~, 3 (and rounded down to 2, 2, 3) instead of 2, 2, 4, for example. to take a more extreme example to show why, lets say you have 3 classes with monk saves on a level 3 character: my way: 3.5, 3.5, 3.5. base way: 6, 6, 6
And: Attributes: Card Method:
Determine the array you want as your base starting point for the campaign, you can use point buy or just pick one:
12 playing cards, numbered 4-9, that add up to the totals. Try to include at least one of each number from 4 to 9. some numbers will likely have a disproportionate number of doubles. thats ok. 2 of each results in really powerful characters.
For added randomness and only a small amount of disparity between PCs, replace one of the cards with a joker (one you have lots of doubles of).
You shuffle the cards, and have the players draw pairs.
Its not the same balancing as point buy. but its a form of balancing, in that if you take all of their stats and add them together, yuou get the same total. I like it as a medium between rolling and point buy. You can't get two 18s, you can't get 2 8s. And having an 18 likely means more of other low stats. but at the same time they cant optimally minmax to the greatest extent.
| Valkar |
In our group we use the Hero points from APG, and we use the stamina/deadly damage as written in http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/someMinorChangesToHitPoints
With those rules, crits and failed save spells cause deadly damage (can not be slept away), and all other damage is stamina damage (it taxes on your resources). This also removes subdual damage. It works really good, and speed up recovery. My players love it, and it doesn't change any mechanic during combat for me. I just have to inform them when it was a crit, which I am pretty sure they will know anyways.
We don't use spell components, except perhaps for true res (5K is a bit much to remove), wish and ironskin. All minor components I don't care about. It is troubling to keep track of, and what epic hero would want to spend several days finding sand, dust, feathers etc? Are you an epic wizard or not? It is an annoying game mechanism, that does nothing to reflect reality or to balance the game. It only provides annoying waste of time to the players.
We also use the "roleplay is a die-roll", meaning that if you can conjure one hell of a story instead of making that diplomacy check, I will let it slide without a roll. You simply succeed. It is a roleplay after all, and if the players actually for once (rarely happens) do some decent roleplaying, they should be awarded for it.
Likewise in combat. If my players are incredible innovative, I will award a +something bonus to their actions. I have a few times given a +2 bonus to attacks because of these innovative ideas. Likewise I have often given a penalty where it applies (the guy does not have cover, per se, but he is standing between some trees with hanging branches; -2).
Oh, I almost forgot. We also use the rule of the die:
When in doubt, instead of having a long discussion, we roll a die.
1-3 = Yes you can do that.
4-6 = No you can't do that.
Then we find out the correct rule until the next session. It's all about speeding up the boring stuff. After all, you only have 4 hours to play each time, and many more hours before next session!
Darkholme
|
Oh, for the days when I could start gaming at 1PM Saturday and end the session at 1AM Sunday... :(
lol. My days of this are probably almost over. I'm nearing the end of my degree... :( lol.
I said 'PC hit dice'.
Okay, that's not so bad if they're all on the same team. I was definitely thinking you meant all hit dice are maxed.
I always forget that some people never have to worry about conflict within the party. Out of all the games I've played, 2/3 of them include a player killing another player at some point or another. I dont plan it that way, it just seems to happen.
In one group it happens in every campaign. But that group is a corner case so I'm not including them in my 2/3. That group plays everything like its vampire the masquerade, in addition to whatever else it is... but they don't play vampire the masquerade.
That 2/3 includes games I've played in, not just games I've run. maybe it's just a canadian thing. we're nice in public so we vent in games. lol. I dunno. But I'm to the point that I'm conditioned so when I design characters, I hope they work out with the party, but at the same time, I have a plan to kill each and every party member, just in case.
TriOmegaZero
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I've only had that problem with one player, who never played anything but CE Warlocks. (Even when his character was actually a LG Cleric of Pelor.) And the only time it ever got to PVP was a one-shot with a Kender Paladin.
It gives the PCs a bit more breathing room HP-wise, which allows me to throw more encounters at them. But then, I'm a very player-centric DM anyway.
| Dal Selpher |
I don't know when we started doing this, but for as long as I can remember our group has changed Charge so that it gives you +2 to hit as well as +2 to damage.
We roll a d12 for initiative, mostly because we wouldn't ever roll d12's otherwise, but also to make the initiative boosting feats/traits/things more attractive.
We allow action types to be traded down freely, with no 1-swift-action-per-turn limit. So, if you'd like, you could take 3 swift actions in a turn in lieu of a standard, move, and swift. We still limit spells to 2 per turn though. I particularly enjoy this rule with my Eldritch Knight as it lets me activate Arcane Strike, swing with my sword, and if I crit still trigger Spell Critical. It also lets me turn on Arcane Armor Mastery, cast Scorching Ray, and if it crits, cast Scorching Ray a 2nd time. Neither scenario has proven to be overpowering, but this rule in particular has definitely made this character more fun for me
Ravenbow
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Our house rules change based upon who is on DM duties.
When I spend time behind the screen.
A natural 20 on a skill check die roll is a 30.
All PC's receive max hp on levels 1-3 then 1/2+1 thereafter. (D10+ types are 1/2 +2)
recent test - All pure casters memorize spells as if one level higher. Pros and Cons so far but otherwise works better than we expected.
| Evil Lincoln |
My House Rules:
1. An attack roll of natural 1 is considered a miss, and you must draw a card from the critical fumble deck! A skill roll of natural 1 always fails - and sometimes incurs an additional negative result, the nature of which is left to the GM's fancy.
I strongly recommend making it so that only the first roll on a full attack is subject to these fumbles. Otherwise you create the paradoxical effect that more higher BAB characters fumble more often.
| Grungo |
I have my players roll for hit points, but always give them a minimum of half the hit die. So, for example, a fighter rolls a 2 and his d10, this gets treated as a 5. This gives them better than average hit points without maxing them out, and still allows for those lucky rolls that feel oh so good when you get them.
| Mage Evolving |
TriOmegaZero wrote:All PC hit dice are maxed.Personally I hate this change, and its one I've seen before, many times. It's equivalent to: all x/day abilities damages do half the damage rolled, or all x/day abilities half half the uses they usually have (which is a bit more accurate).
If everything has twice the hitpoints, than anyone with limited resources now needs to make them go twice as far.
We had played with max hit dice for a while but recently all agreed that it was just too much. Unless you allow all monsters to have max hit dice... but even then it get's crazy.
| Power Word Unzip |
Power Word Unzip wrote:I strongly recommend making it so that only the first roll on a full attack is subject to these fumbles. Otherwise you create the paradoxical effect that more higher BAB characters fumble more often.My House Rules:
1. An attack roll of natural 1 is considered a miss, and you must draw a card from the critical fumble deck! A skill roll of natural 1 always fails - and sometimes incurs an additional negative result, the nature of which is left to the GM's fancy.
I was about to post why I disagreed until I realized that you just meant not to draw cards on every fumble. That's actually a very salient point, and one I will take under advisement in my next PFRPG game. I don't know that I would restrict it to just the first attack, but a limit of one fumble card per full attack does seem reasonable.
(On the other hand, some of the funniest moments in our games have arisen from PCs - and NPCs and monsters - with BABs of 11+ rolling multiple fumbles!)