
Caliburn101 |
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Please feel free to add your own - but here is one of mine.... (more later)
FALLING DAMAGE: FAR too simplistic and unrealistic even for d20 in current format.
An object falling toward the surface of the Earth will fall approx 30ft per second faster until an uncontrolled terminal velocity (around 240ft/sec) is reached.
Falls are by definition uncontrolled without free-fall skills and a baggy suit so....
So if we agree that 1d6 is fine for the FIRST 10 feet of falling (lets take the real-world figures and round off....) then the following progression should be for falling damage based on realistic falling speed with the virtue of keeping traps based on falling in the usual range of damage up to 30ft and the long falls which should not be survivable without a miracle allowing precisely that!
10ft - 1d6
20ft - 2d6
30ft - 3d6
40ft - 5d6
50ft - 7d6
60ft - 9d6
70ft - 12d6
80ft - 15d6
90ft - 18d6
100ft - 22d6
110ft - 26d6
120ft - 30d6
130ft - 35d6
140ft - 40d6
150ft - 45d6
160ft - 51d6
170ft - 57d6
180ft - 62d6
190ft - 70d6
200ft - 77d6
210ft - 84d6
220ft - 92d6
230ft - 100d6
240ft - 108d6
**Terminal Velocity reached**
Mitigators include Size (minus 10ft from a fall per Size Category above Medium) and softness of surface (-10ft for heavy vegetation, -10ft for sand or hard snow, -30ft for soft snow, -60ft for water are ones I use). Note that with water a swim check of increasing difficulty allows a 'dive' which further 'reduces' falling distance to water in terms of damage.

Caliburn101 |

COMBAT AND MULTIPLE OPPONENTS:
Alongside the flanking bonus +2 I allow a cumulative +1 to this per extra opponent beyond 2.
Shield bonuses to AC do not count for attackers from the rear.
This makes hordes more effective and heroes more tactically sensible in mass combat without unbalancing the game as these can be mitigated by decent tactical choices in many situations.

SwnyNerdgasm |

Well my house rules usually depend on the setting, when we play Golarion pretty much anything in a paizo book goes, as for my homebrew it's mostly along the lines of race and class restrictions, such as no elves, only human paladins and what not.
Though we don't bother with confirming a criticalhit, you roll in your weapons crit range you crit

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Please feel free to add your own - but here is one of mine.... (more later)
FALLING DAMAGE: FAR too simplistic and unrealistic even for d20 in current format.
I agree. We use standard damage rules but make it a critical hit and use Modern d20 Blood and Guts critical hit chart. It has specific body part hurt w/ broken bones / crushing effects and concussions all which have 3 different levels of severity.
Our House Rules
- Str. or Char. for intimidate
- armor check penalties apply to ref saving throw
- Evasion requires you to actual move to gain its effects.
immediate action to move up to 1/2 your speed to gain cover from the effect or to avoid the effect. The movement provokes AO's but you gain a dodge bonus to AC equal to the class level that gave you the ability. You may only move the min amount required to avoid the effect. It maybe as simple as dropping to the floor or diving behind another person or object or jumping out of the way.
- Imp. Evasion
same as above but you may move your speed.
- All caster get eschew materials for free
- Disable Device no matter the difficulty is always a full round action.
- We allow retraining of Class Bonus Feats if you already have the same feat prior to gaining the bonus feat.

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All these ideas with falling damage! It has been shown the dice progression is remarkably accurate vs real world physics, so something else should be adjusted. Here's my take (it uses the Critical Hit Deck), if the critical hit deck is not used, just increase the critical multiplier by +1 per card.
Falling damage causes -1/2 dice if landing on soft surfaces, +1/2 dice if landing on hard surfaces, double dice if landing on spikes or hazardous objects The dice cap stays at 20 after these modifiers. Reductions of falling height occur before dice modifiers. A reflex or fortitude save (player choice) must be made. DC = 10 + 2 per die rolled for falling damage. Failure requires a critical hit card to be drawn against the character. For every 5 points by which the save is failed, another critical card is drawn. Falling damage is bludgeoning unless the surface is rough or spiky, in which case decide on a ratio and what type of damage each card does before it is drawn. Double damage adds +1 to the critical multiplier, triple damage adds +2 to the critical multiplier. The critical multiplier starts at 1.

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Athletics is a skill (encompasses swim, climb, and jumping), acrobatics changes to encompass (tumble, escape artist, and fly).
Fire deals 1d6 per round for partially covered by the fire (just an arm, etc), completely covered by the fire (your entire body is on fire) deals 2d8 per round and must make Con checks vs. suffocation.
I DONT use facing, but I do this with shields instead. Shields (or shield bonuses to AC) apply to AC and touch. NOT flat-footed. I agree that it doesn't make sense a rouge has to bypass your shield to back-stab you. "here, let me sneak around in front of you and stab you through your shield"...
All healing effects (cure spells, cure potions/scrolls) restore at least average amount of health. So a potion of cure light wounds (1d8+1 heals a minimum of 5 hp (4.5 + 1 = 5.5 or 5hp). You can still roll higher. So if you roll 7 you still heal 8hp.