What house rules do you use in your home games?


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I'm considering starting a home game (I play and DM a lot of PFS but haven't run a home campaign in a very long time).

One option would be to just continue with PFS rules (other than XP) but I think I would prefer to come up with my own home rules using PFS for some guidelines.

So I probably would use crafting (so not the PFS swap out of some starting craft feats) and likely would allow leadership - though I may just use it as a free bonus feat as a reward in the future (for the party vs one individual).

But likely I would ban the Synthesist summoner, use the emerging gun setting rules and likely wouldn't allow pc antipaladins or a few other mostly evil themed archetypes and prestige classes. I would however probably allow gun wielding archetypes if the players want them.

I'd use traits and probably would grant a free bonus campaign trait if I'm running a AP (not sure which I would run).

I think I would allow a slight modification to familiar rules (advancing them as they gain HD so they get a few bonus feats and if improved some additional powers over time).

Not sure yet how we would generate characters - I'd leave that up to player consensus. Probably either 20 point buy or possibly rolls though I want everyone to be relatively on the same level.

I'd allow all the Paizo books but probably not any 3.5 items and 3rd party would depend (I don't own any 3rd party books). Probably mostly core races but I'd be open to many races from the advanced race guide (but probably not any Drow or other primarily evil races)

What other common areas should I consider as I put together house rules? Mostly I want to run a RAW game with most house rules being of the "that tricky/broken archetype isn't allowed" or "this is a non-evil game" or "here's a little bonus/bump for greater fun and variety"

Liberty's Edge

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No starting stats below 10 (before racial modifiers). That's my one hard and fast rule in any game I run.


Zhane wrote:
No starting stats below 10 (before racial modifiers). That's my one hard and fast rule in any game I run.

May I ask why, and which method of stat generation you choose?

Often times, some of the most creative characters and role-playing I've seen has been done with the application of penalties to certain stats.

I'd hate to limit their creativity or clever backstory by forcing them to remain at least average in every category...


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Who ever brings the Pizza gets +1 to all saving rolls(+2 if he/she adds hot twings)


LOL I love that house rule.


If you roll a natural 20 on an attack roll, AND you roll a natural 20 on the critical confirmation, the crit modifier on the weapon you used for the attack goes up by 1 when you roll damage.

Oh, and if you roll a THIRD natural 20 under the above circumstances, the target dies instantly in a spectacular fashion.


Tinalles wrote:

If you roll a natural 20 on an attack roll, AND you roll a natural 20 on the critical confirmation, the crit modifier on the weapon you used for the attack goes up by 1 when you roll damage.

Oh, and if you roll a THIRD natural 20 under the above circumstances, the target dies instantly in a spectacular fashion.

Where does the roll for the third come from?


Not sure if everything we do qualifies as a "house rule" or just a "rule variant" but here are the main things I do in my own campaigns:

To create a character's initial stat array you can choose to either do a standard 15 point buy, or roll your own stats (either in the presence of the GM, or using an online secure die rolling system). I am considering going to a 20 point buy for my next game, although I haven't really seen any problems with the 15 point buy.

When you level up you can either roll your own hit die, or you can take an average, rounded up on even levels and down on odd levels.

Wands, potions and scrolls are sold as if made by full casters only.

Players are allowed to re-train a single feat with GM approval every odd level. Feats which are prerequisites for existing feats cannot be retrained, nor can bonus feats.

Staves are priced at 1/2 book value.

Feat slots can be "saved" to gain a feat when the character meets the prerequisites.

I allow lots of different magical ammunition and characters can buy them in single units.

Pearls of power can be used to recast a spell cast from a spontaneous caster earlier in the day.

Spontaneous casters can apply metamagic rod effects the same way a prepared caster can.

That's enough to list for now.


Two simple ones I use area Wizard who chooses a Weapon for their Arcane Bond gains proficiency in that weapon.

I also let Clerics gain Proficiency in their Deity's Favored Weapon. Regardless of whether it is Exotic or Martial.

So a Wizard with Arcane Bond(Longsword) they gain Martial Weapon Proficiency(Longsword). & a Cleric of Calistra(Spelling?) is proficient in the Whip.


I thought Clerics already got weapon proficiency with their God's favored weapon.


Azaelas Fayth wrote:
Tinalles wrote:

If you roll a natural 20 on an attack roll, AND you roll a natural 20 on the critical confirmation, the crit modifier on the weapon you used for the attack goes up by 1 when you roll damage.

Oh, and if you roll a THIRD natural 20 under the above circumstances, the target dies instantly in a spectacular fashion.

Where does the roll for the third come from?

I use this one as well. It's an old house rule from times long past. If your luck is so spectacular that you rolled 3 nat 20's in a row, I deem that an insta-kill. No matter the monster. So do many DM's I play with.

I personally one-shotted a displacer beast with a level 3 halfling rogue (not a sneak attack either) using this rule and have used it in my house rules ever since.


We stick to the basic books.

Unless you RP something out, that's how I was allowed to take the Expanded Arcana feat.


- No evil characters

- Vital strike works on attack where you opt to/are reduced to a single attack (charge, shot on the run, spring attack etc) and adds +2d6 per feat. This makes it worthwhile for people who are not wielding over-sized weapons, and prevents ridiculous abuse.

- Monks have full BAB and d10 hp

- Homemade item availability system based on what I consider a realistic supply/demand, so that the stuff available is what people need and want, like curing wands, good armors and weapons etc, rather than a +3 axiomatic siangham, a wand of erase, pipes of the sewers and scrolls of dominate animal.

- Considering giving everyone 2 more skillpoints per level, as people complain that they are not able to have "hobbies" without putting a boot in their limited points/lv budget.

- I was also contemplating a buff-cap at one point, as my players have extreme system mastery, and as such, they easily "break the system" by being far ahead of the estimated power level of any given actual level.


Azaelas Fayth wrote:
Tinalles wrote:

If you roll a natural 20 on an attack roll, AND you roll a natural 20 on the critical confirmation, the crit modifier on the weapon you used for the attack goes up by 1 when you roll damage.

Oh, and if you roll a THIRD natural 20 under the above circumstances, the target dies instantly in a spectacular fashion.

Where does the roll for the third come from?

Forgot to answer the actual question.

It doesn't "come" from anywhere but a house rule.

First Nat 20 = Crit Threat

Second Nat 20 = Crit Confirm, Instakill Threat

Third Nat 20 = Instakill Confirm


Barry Armstrong wrote:
Azaelas Fayth wrote:
Tinalles wrote:

If you roll a natural 20 on an attack roll, AND you roll a natural 20 on the critical confirmation, the crit modifier on the weapon you used for the attack goes up by 1 when you roll damage.

Oh, and if you roll a THIRD natural 20 under the above circumstances, the target dies instantly in a spectacular fashion.

Where does the roll for the third come from?

Forgot to answer the actual question.

It doesn't "come" from anywhere but a house rule.

First Nat 20 = Crit Threat

Second Nat 20 = Crit Confirm, Instakill Threat

Third Nat 20 = Instakill Confirm

OK that makes more sense now... It jumped straight from rolling natural 20 twice to damage back to rolling a third and it was a wait what?

I might have to steal that instant kill thing.

Though I have it to were double Nat20s deals Max damage not the increased Multiplier.

And I normally rework the weapons to were Brass Knuckles, Cestus, Gauntlets, and such can be used by monks at the Monks unarmed damage. I also have a weapon called handwraps.

If anyone is interested I could probably type up a quick entry for it in the afternoon.

Dark Archive

I'm not big on house rules in general, and those I use are more of a choice of available alternatives of the core rules.

Currently my home games function only under the "house rules" of no evil aligned PCs, 20 point buy for ability scores and all characters begin play with 150 GP starting funds for 1st level (or whatever the level appropriate wealth is if starting at higher than 1st).

Rules I've used in the past:

A critical hit may only be confirmed when using a weapon with which the attacker has Weapon Focus, or if the target is the subject of the attacker's hatred racial trait or favored enemy class ability. (This kept a surprise end to both the BBEG and the PCs alike to a minimum.) I no longer use this rule due more to a popular preference for the normal critical hit rules.

Also involving critical hits... The Keen weapon quality, spells and other sources all stack, but rather than doubling the threat range, they simply increase the range by 1. The Keen weapon quality also had an advanced version which increased the threat range by 2 for the equivalent of a +3 enhancement bonus. In tandem with this, I altered some weapons standard threat ranges and multipliers (bows became 19-20/x2, similar to crossbows). This is a tricky one which I quickly gave up on as it involved making too many fine changes to the rules and to keep an eye on or ban new material as it was released.


Man. This is a complicated question. I assume you're looking for general alternate rules we like to use, and not homebrew-setting specific kinds of things, because that gets all kinds of whacky.

A common one that my usual group uses is the Karma check. First, assign everyone a Karma score of 10. Whenever something comes up that isn't determined yet ("Is there a sharp rock I can cut these ropes with?" "When's the next guard patrol coming by?"), have the most appropriate PC roll a Karma check against a DC of their Karma score (modified if it's particularly likely or unlikely). If the PC passes, then the event comes out favorably, and their Karma increases by 1. If they fail, then the event comes out unfavorably for them, and their Karma decreases. We found this a fun little way of deciding events relying on luck.

As for stats, we usually like to roll for them, but if anyone's particularly outstanding, then we offer the lower players bonuses, in the following fashion. Add up each character's total stat modifier (before racial mods) - for instance, a character with four 10s, an 18 and an 8 would have a total stat modifier of 3. Then find the player with the highest stat modifier, and give everyone a number of +2's to their attributes (not raising anything over 18) until their total stat modifier is within 2 or 3 of the highest player. This way, the players who rolled a little lower can min-max better, but the higher player isn't punished for having better dice.


Oldies:

No evil. No CN pretending to be 'whimsical' while actually being evil.

The base 12, 2d6 discard lowest, roll 6 times and array as desired for stats was fun, basically giving you 13s-18s in everything, most of our games assumed we were just 'more than mortals'.

Some games had a 'common sense' attribute derived from Int, Wis and Character Level, which acted as a freebie save when the Player had a brainfart that would potentially go contrary to the common sense of their intelligent/experienced adventurer.

X many Quips are allowed per session before pelting (with dice) is allowed. So Monty Python or Highlander or Flash Gordon or whatever quips can be used, but risk player retaliation.

Dice go in the cup, cup gets rattled, dice roll in box. Dice rolls that don't happen with the cup, or roll out of the box must be rolled again.


Barry Armstrong wrote:
Azaelas Fayth wrote:
Tinalles wrote:

If you roll a natural 20 on an attack roll, AND you roll a natural 20 on the critical confirmation, the crit modifier on the weapon you used for the attack goes up by 1 when you roll damage.

Oh, and if you roll a THIRD natural 20 under the above circumstances, the target dies instantly in a spectacular fashion.

Where does the roll for the third come from?

Forgot to answer the actual question.

It doesn't "come" from anywhere but a house rule.

First Nat 20 = Crit Threat

Second Nat 20 = Crit Confirm, Instakill Threat

Third Nat 20 = Instakill Confirm

We use this, and "Trip 1s" which is the same, except a 1 is an automatic fail, crit fail threat, 2 1s is a critical failure, and three 1s means you kill yourself.

Neither has come into play yet but we have a lot of fun thinking of different ways it is possible for a Monk to kill himself by losing control of his "weapon".

Also, Druids are spontaneous casters.

Why? The Druid player is often called away at inopportune times (like in the middle of combat) and I have to play for him, and I never remember what he has prepared.

Dark Archive

Losobal wrote:
X many Quips are allowed per session before pelting (with dice) is allowed. So Monty Python or Highlander or Flash Gordon or whatever quips can be used, but risk player retaliation.

Was part of a group a long time ago which had a "pun tax" which eventually paid for pizza and cheesecakes.


Here's a few from when I'm DM.

- Cleave works as it used to in 3.5e

- When you critical fail, you need a confirmation roll

- Tieflings receive no racial stat penalty, just like the Aasimar doesn't
(I've convinced a few other DMs around to pick this houserule up as well)

I'll bring out some others when they come to mind, though they might be just minor tweaks.


150gp... isn't that higher than some classes Max Starting Gold?

I personally use either Max Starting Gold or Average Starting Gold if they don't wanna roll in front if me.

My group has a Karma Ranking system similar to the Prestige Points system and such.

One of the Variant Rules I always include is Piecemeal Armour.

Simply because I love the thought of a character building their own personalized Armour it makes the Armour special.

And can lead to interesting designs like my Crusader Armour.

Grand Lodge

Average +1 on hit points.

Average hit points gained from Wands.


I've used all sorts of different houserules over the years..

2d10's for skill checks to "award" players that bother to try to know something.

I kept the Search skill to weaken Perception as I felt it covered too much for one skill.

I removed the "benny hill" effect from the Fear rules, I use -2, -4 & -6 for shaken etc etc and no running away.

I've used the Beta racial hit point rules [Dwarf & Half-Orc +8 hit points - Human & Half-Elf +6 hit points - Elf, Hafling & Gnome +4 hit points] Surely your ability to withstand damage is linked to your race not what you're learning?

Rage grants temp hit points so you don't die from coming out of rage.

I've removed the "lag" from spontaneous spellcasters [and had no issues with balance]

Each +1 enhancement bonus on a weapon only overcomes 5 points of DR/magic, the all or nothing rule doesn't feel right to me.

Death gains you a permanent negative level until you next level up.

Wizard prohibited schools mean NO! you can't cast those spells from any source/device.


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Oh, I forgot an important one.

Racial archetypes have (with a few exceptions) the racial restrictions removed.


this will be fun. i have been planning to list these some where.

Character Creation.

20 point buy or roll 2d6+6 for stats.

gunslingers, master summoner, brood master summoner, synthesis summoner and pack master druid banned. some for rules, some for flavor and some for book keeping and time difficulty.

each level half HPs die rounded up OR roll

all 2 skill classes except int bassed classes (magus and wizard) get 4 base skill points per level

at first level every character gets a free skill point in a perform/craft/profession of choice purely for flavor

Hero points are in the game but no hero point feats or magic items.

A Hero point can be used to chose half HPs or roll the die again if you didnt like the HPs roll for the level, this happens AFTER you have received your hero point for the level. (thus if you use it you will have a maximum of 2 hero points left.

gameplay

sneak attack rounds are as normal. but only stealth classes get the benefit of the flat footed rule in the first round of normal combat. its assumed that generally speaking when everyone rolls initiative its because everyone recognized the threat and can at least defend themselves instinctively.

In addition to the normal 2 Hero points to avoid death rule if a character goes below zero a number greater than their Con they are dead, but can be healed back to life if they are healed for twice the number of hitpoints below 0. for example Borag takes damage that drops him to --15. borag only has 13 con and is dead. however if his allies heal him either with a single spell or with various spells items and potion for a total of 30 hitpoints (twice the number he is under zero) he will return to life. this healing must take place within the first 2 minutes after death.

If the player is not healed nothing short of special story line divine intervention can bring him back. death is death. there are no raise dead, resurrection, reincarnation type spells, speak with dead type spells work as normal.

items and feats
with martial weapons proficiency a wakazashi is a one handed weapon with exotic weapons proficiency it becomes a light weapon.

with martial weapons proficiency a katana is a 2 handed weapon. with exotic weapons proficiency it can be used one handed.

THATS IT.

I am considering an E6 campaign with a revamped feats and skill system but am not yet sure if I will get a group together for that.


I also use the "All classes except Int-based ones have a minimum of 4 skill points + Intelligence modifier" rule.


Just out of curiosity Rycaut, why would you ban the Synthesist Summoner but allow the base Summoner (or Master Summoner... shudder)? I mean if you go Synthesist, you miss out on having two full turns each round (so no buffing AND full attacking) and it's not like the Synthesist Eidolon is any stronger than a base summoners.

As for house rules, it tends to vary but the universal one is that diagonal movement is always 5 feet. Counts for spells with area effects too.


Out-of-combat cure spells heals 1/2 max dice throw +caster level , like c.l. wounds cast by 8th level cleric heals 4+5=9, c.medium wounds 8+8=16. It saves a lot of rolling.


chaoseffect wrote:

Just out of curiosity Rycaut, why would you ban the Synthesist Summoner but allow the base Summoner (or Master Summoner... shudder)? I mean if you go Synthesist, you miss out on having two full turns each round (so no buffing AND full attacking) and it's not like the Synthesist Eidolon is any stronger than a base summoners.

As for house rules, it tends to vary but the universal one is that diagonal movement is always 5 feet. Counts for spells with area effects too.

The thing that always got me about the synthesis was basically that your hp pool effectively becomes 1d8+1d10+2*con all the time. Your caster gets a huge hp boosts, enormous saves, incredible armor, solid movement, and what effectively is medium BAB.

Yes your eidolon always gets this but the way to shut down a normal summoner is to target the squishy caster rather than try to bring down the behemoth. If you don't have a way to dispel the eidolon now, the behemoth is effectively a caster with nearly 2x as much hp as your average fighter, no arcane failure, with armor better than most fighters, and great melee skill all at the same time. Synthesis simply takes away the option of "knock out the squishy, big guy goes away"


-I use an elaborate system that allows character to climb on larger enemies to attack their juicy weak points for massive damage (actually just to get better called shots as per Ultimate Combat), or just stay in close combat range while the enemy is trying to fly away.

-PCs and important NPCs roll 2 dice for hitpoints each level and choose the better roll.

-Raise dead is one spell level higher, all other spells to bring people back from the dead as anything other than an undead creature don't exist. I'm considering removing the raise dead spell as well. Death needs to be a serious consequence, not a fee.


Thomas Long 175 wrote:
chaoseffect wrote:

Just out of curiosity Rycaut, why would you ban the Synthesist Summoner but allow the base Summoner (or Master Summoner... shudder)? I mean if you go Synthesist, you miss out on having two full turns each round (so no buffing AND full attacking) and it's not like the Synthesist Eidolon is any stronger than a base summoners.

As for house rules, it tends to vary but the universal one is that diagonal movement is always 5 feet. Counts for spells with area effects too.

The thing that always got me about the synthesis was basically that your hp pool effectively becomes 1d8+1d10+2*con all the time. Your caster gets a huge hp boosts, enormous saves, incredible armor, solid movement, and what effectively is medium BAB.

Yes your eidolon always gets this but the way to shut down a normal summoner is to target the squishy caster rather than try to bring down the behemoth. If you don't have a way to dispel the eidolon now, the behemoth is effectively a caster with nearly 2x as much hp as your average fighter, no arcane failure, with armor better than most fighters, and great melee skill all at the same time. Synthesis simply takes away the option of "knock out the squishy, big guy goes away"

You do know that a regular summoner from a pretty early level on can pool his HP with his eidolons as well, and just take the hitpoints you cause him to lose on the eidolon and the other way around, if necessary?


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For stat increase I utilize a 1 point buy per level instead the 1 attribute increase per 4 levels. For attributes above 18 you need 4 points per increase. That way a mage increasing always Intelligence there's no change, but MAD characters got more mileage from the points. The point in the first level must be spent AFTER racial adjustement.

Silver Crusade

Pathfinder Adventure Path Subscriber

Any CRB race gets two traits (one must be a campaign trait)

Any non core rule book race gets only the campaign trait.

Characters are built from a stat array.

If you roll below average hp take average instead.

If you roll a natural 1 you may CHOOSE to take a Critical Fumble, if you do draw from the Critical Hit deck as well. You may spend that card to either auto-confirm or use it on your next Crit following the instructions on the card.

NPC cards, if you adventure with an NPC that character will only act if you spend an NPC card. The NPC auto-succeeds and skill if has ranks in, auto-hits (never crits) on attacks, foes auto-fail saves vs the NPC's spells. Each player only receives 1 NPC card, with an additional card for having a close relationship with the NPC (background ties or RP interaction).


I use the strain/injury system for damage and HPs from evil lincoln. Also I give out 1 free skill pt per level that can only be used for a craft or profession skill. Wow, I've been homebrewing for decades and that's all I've got; my games must be really boring to my players...


But serious.
I allow fire arms(early only) and gunslingers , but all fire arms are matchlocks with all the problems they have such as the Lighting the slow match is a move action. If the slow match is kept lit it glows in the dark, and of course anything that gets the Match or powder wet is bad news.
There are rumors some Gnomes have invented something called a wheel locke , but do you want to trust your life to something a Gnome came up with?


I always put together a players guide that lists my variant rules for the given campaign. Many of my home rules are in place to prevent power creep, which has ruined games I've played in the past.

Assuming that I'm running a heroic campaign, I tell the players that they need to build heroes. That's not necessarily a ban on evil characters, but the PCs have to be perceived as heroes and must be willing to work together to work for good. (I've occasionally had an LE character work in this kind of situation, but it's the exception and not the rule.)

I didn't use traits in my current campaign, but I will probably allow a limited number in my next one.

I use the 15-point buy system. Only one ability score can be lower than a 10, and the lowest score allowed is 8, after racial modifiers.

My current campaign is core races only; core base classes only, plus the cavalier, inquisitor, oracle, and witch. [Alchemists and summoners don't exist.] I have an alternate alchemist NPC class that I use. I also have an alternate Aristocrat class that is available as a PC class.

For hit points, everyone has max hp at level 1, and then take the average hp, rounded up at each level. (d6 = 4; d8 = 5; d10 = 6; d12 = 7).

I don't allow non-historical weapons-- which pretty much means double weapons don't exist. (Dumbest weapon of all time: The two-bladed sword. Seriously-- how on earth do you hold that thing?) The quarterstaff is NOT a double weapon (but there is a feat that allows you to treat it as one). Also, firearms don't exist. (OK, actually they do, but they're not available where the PCs are, and no one has ever heard of them...)

The composite longbow and composite shortbow don't exist: there's a single new weapon called "composite bow," with stats like the composite longbow. Composite bow is its own weapon proficiency. A composite bow automatically gain the "broken" condition if it gets wet. (There's no such thing as a "composite longbow" -- such a thing would be impossible to string). Composite bows and shortbows can be fired from horseback. Longbows can be made with a heavy pull.

I use the 3.5 rule for reach weapons and threatened squares.

I've introduced a concept called "spell rarity." Only spells from the Core Rulebook are available by default. Spells from other Paizo sources are "rare:" meaning that PCs generally have to find (or research) a source for them before using them. This allows me as a GM to have more control over what spells are allowed in the game.

Raise dead is a 6th-level spell, but reincarnate is a 5th-level cleric spell. Breath of life has been renamed cure deadly wounds, meaning that a cleric can spontaneously cast it. Create water is a 1st-level spell that creates 5 gallons/caster level (max 25 gallons), and can also be used to put out normal fires. You can use teleport to duplicate the effects of dimension door.

Mithril items are priced differently.

Magic item shops generally don't exist, aside from those who craft potions and some utilitarian scrolls. You usually need to contract with a caster to craft a specific item by order.

These are the ones that came to mind off the top of my head.


We removed the immunity to grapple from freedom of movement(replaced with +10 to CMD against grapple). It was simply too effective at shutting down specific monsters.


Have to say I'm not a fan of your vision of gaming, the restrictions on alignment are diametrically opposite to the game I like to run. Not to mention, 20 point buy makes for very average, boring PCs. I've always felt that DMs that like low-power games do so because they are intimidated at the thought of dealing with competant PCs. That being said, there are a thousand different visions of the game, and none of them are wrong (okay a few are :) ), even if some of them clash.

That being said, here are a few rules I've picked up over they years.

1) Do away with enhancement bonuses being able to bypass damage reduction. If a monster has DR 10/silver, you should require a silver weapon to bypass it, not just a +3 weapon.

2) Make weapon finesse baseline into the game. It is nonsensical that Dexterity doesn't apply to light weapons already and forcing PCs to spend a feat on something that is common sense (how many bodybuilders would be able to stab with a rapier using their strength)was a mistake that Paizo should have fixed with Pathfinder, not allowed to linger.

3) Remove the LG alignment restriction from Paladins. IT's only archaic thinking that this Knights of the Round Table-inspired class hasn't had it's alignment spectrum broadened. Paladins should take power and tenets from their gods, not from their alignment. They should be Divine Champions; inspirations of everything it is to be holy warriors and beacons of their faith. I would limit them to only good or evil, but allow them to be of all spectrums on the law-chaos axis, developing ethose based around their deity. Obviously evil Divine Champions would use the Antipaladin class, which is just terribly named in any case.

4)Pinning doesn't stop thought-based magic. Sorry, if a spell has no verbal, somatic or material component, pinning a mage on the ground doesn't stop him from thinking.


Overcast wrote:
Have to say I'm not a fan of your vision of gaming, the restrictions on alignment are diametrically opposite to the game I like to run. Not to mention, 20 point buy makes for very average, boring PCs. I've always felt that DMs that like low-power games do so because they are intimidated at the thought of dealing with competant PCs. That being said, there are a thousand different visions of the game, and none of them are wrong (okay a few are :) ), even if some of them clash.

LOL, we use a 15 point buy because that's, you know, what the books recommend as the baseline. If a 20 point buy is a "boring" PC, then a 15 point buy must be downright catatonic.

[snark]
I've always felt that players who need high-power games do so because they are ADHD attention seekers who lack appreciation for subtlety and tactical finesse.
[/snark]

Not that there's anything wrong with that. :)


My vision of gaming is to play primarily the heroes. I don't like playing evil characters or running for them. Sorry you feel that is restrictive. As I noted I'm not sure I will use a 20pt buy but from what I see in PFS play it is far from boring and offers a lot of room for different character concepts. That said I do appreciate the fun of rolling for stats but I also like the trade offs a point buy encourages (dump stats I think often help create flaws and weaknesses which tend to make more rounded and fun characters. IMHO.

I don't feel strongly about weapon finesse etc. Yes there are some silly feats but broadly speaking I think they balance out fairly well.

What spells are you referring that are mental only?


Azaelas Fayth wrote:
Tinalles wrote:

If you roll a natural 20 on an attack roll, AND you roll a natural 20 on the critical confirmation, the crit modifier on the weapon you used for the attack goes up by 1 when you roll damage.

Oh, and if you roll a THIRD natural 20 under the above circumstances, the target dies instantly in a spectacular fashion.

Where does the roll for the third come from?

I just have the player roll a third time to see if it comes up 20.


Threeshades wrote:
You do know that a regular summoner from a pretty early level on can pool his HP with his eidolons as well, and just take the hitpoints you cause him to lose on the eidolon and the other way around, if necessary?

Close but I'm reading it now and it doesn't say it works the other way around.

life link wrote:
Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

So the summoner can heal the eidolon this way but as mentioned before all you have to do is focus the summoner and you bring the eidolon down since he has no self healing.


For a little variety and a greater degree of character customization, consider Sub-Attributes.

Also, I'd make these recommended changes to combat feats.

20 point buys, decide ahead of time if you want firearms in your games, decide ahead of time if you want evil players in your games, decide which uncommon and featured races you're going to allow and exactly what you're going to do when a player doesn't show up for a session.

Liberty's Edge

Character creation:
Choice of three buys. Base is just 15 point buy. If you want a studly character that isn't very experienced, then you can take a 20 point buy, but then you lose your 1st level feat or sometimes both of your traits. If you want a skilled character that is a little weaker, then a 10 point buy with an extra feat at level 1.

No more than 2 stats reduced to 8, unless you have a really good back story and are willing to RP the disadvantage, then you can 1 stat below 8, but then everything else has to be 10+

Hit points:
Base hit points are more fatigue/stress points. They can be healed normally or through magic. Any hit point damage taken below 0 though is actual physical damage. That only comes back through normal healing just like stat damage. If you go so far as below 1/2 your CON, then you will have a chance to have a physical disadvange from then on depending on the type of damage. In the past I have taken someone's eye [range modifiers x2] or limb [-10' movement for a leg] when this has happened. This can be overcome with magic. Either with items or through divine grace. On the other side of this though, I tend to let players roll their hit dice when they level and keep what ever they roll that is at or above the average.


Adamantine Dragon wrote:
LOL, we use a 15 point buy because that's, you know, what the books recommend as the baseline. If a 20 point buy is a "boring" PC, then a 15 point buy must be downright catatonic.

I don't like low point buy because it encourages (almost forces) dump stats. Every fighter int he world having a 7 charisma is just lame. Likewise, the non-dumper getting beat down by the dumper just because he's slightly more charming is also lame.

House rules:

-Finesse-able weapons have 'finesse' quality- Use dex instead of strength for attack.

-Grapple is vastly simplified: Initiating grapple gives both parties 'grappled' condition. Whoever pins the other first, pins. Escaping from pinned reduces condition back to grappled. (This will probably break down if you have a dedicated grapple character, but we never do, and this works fine for the occasional grappling situation).

-Cleave/Vital strike usable any time you only make one attack.

-TWF & Vital strike feat chains consolidated to one feat (each). Gain benefits of further feats at appropriate bab levels.

-Extra feat every-other level for 'character rounding.' Can't be used for primary function. (Fighters can't take combat feats, wizards cant take spell feats, etc)

- 4 extra skill ranks at 1 for background skills: Professions, crafts, knowledge, etc.


I had no idea so many people baned evil characters.

I tend to ban specific players from playing evil characters. to be honest its not EVIL characters I am banning... its players who will use the excuse of "I am evil" to screw the group and call it roleplay.

Quote:
Not to mention, 20 point buy makes for very average, boring PCs. I've always felt that DMs that like low-power games do so because they are intimidated at the thought of dealing with competant PCs.

to be honest I always felt that high point buy high roll characters are a requirement for lower skill players to have fun. I dont mean that as an insult but when I have a player that is a little slower than the rest I am likley to let him re-roll or bump his stats in order to balance him out a bit.

when you give good players high scores they actually feel LESS heroic IMHO. It sound counter intuitive but what make a person feel heroic is over coming the dangers. when the characters stop the enemy too easily they only feel contempt and bordom... so the GM has to buff the enemies to make them more dangerous... but if the DM has to bump the bad guys because the good guys are too powerfull... why buff the good guys in the first place?

weapon finesse, DR, some feats and weapons are in my mind for future house rules.


Vestrial wrote:


I don't like low point buy because it encourages (almost forces) dump stats. Every fighter int he world having a 7 charisma is just lame. Likewise, the non-dumper getting beat down by the dumper just because he's slightly more charming is also lame.

Why do you assume that "low point buy" (your words, 15 points is not considered "low" by the GAME DESIGNERS who, you know, DEFINE THE TERMS of the game) "almost forces" dumping stats?

I'll tell you what's lame, it's not that every fighter has 7 cha, it's that every fighter HAS TO HAVE 20 str. That's what's lame. Since the only reason the 7 cha is needed is so the fighter can have 20 str, I'm forced to assume that you believe every fighter has to have 20 str.

It's the insistence on 20 str that is the problem Vestrial. Because if you could live with 18 str, you wouldn't be "forced" to "dump stats.

My druid's highest attribute score pre-racial adjustment was 16 and her lowest was 10. After racial adjustments she started play with an 18 in her prime stat, wisdom. Her second highest stat, 14, went into dex because she wanted to be an archer. She has been a quite powerful character. The idea that you have to have a 20 in your prime stat at level 1 is a fallacy that drives this notion that you have to dump stats with a 15 point buy. You only have to "dump stats" if you insist on pumping up your other stats.


All this arguing over whether low or high point buy is bad and wrong is the reason why the Standard 4d6 method is greatly superior.

Discuss.


Adamantine Dragon wrote:
Vestrial wrote:


I don't like low point buy because it encourages (almost forces) dump stats. Every fighter int he world having a 7 charisma is just lame. Likewise, the non-dumper getting beat down by the dumper just because he's slightly more charming is also lame.

Why do you assume that "low point buy" (your words, 15 points is not considered "low" by the GAME DESIGNERS who, you know, DEFINE THE TERMS of the game) "almost forces" dumping stats?

I'll tell you what's lame, it's not that every fighter has 7 cha, it's that every fighter HAS TO HAVE 20 str. That's what's lame. Since the only reason the 7 cha is needed is so the fighter can have 20 str, I'm forced to assume that you believe every fighter has to have 20 str.

It's the insistence on 20 str that is the problem Vestrial. Because if you could live with 18 str, you wouldn't be "forced" to "dump stats.

My druid's highest attribute score pre-racial adjustment was 16 and her lowest was 10. After racial adjustments she started play with an 18 in her prime stat, wisdom. Her second highest stat, 14, went into dex because she wanted to be an archer. She has been a quite powerful character. The idea that you have to have a 20 in your prime stat at level 1 is a fallacy that drives this notion that you have to dump stats with a 15 point buy. You only have to "dump stats" if you insist on pumping up your other stats.

Even a fighter with 18 strength is likely dumping charisma. Assuming you have 16 strength and a +2 strength racial, then that leaves you with 5 points. If the fighter wants a 14 in con and a 13 in dex or int(to meet various feat prereqs), he is going to have to dump something. the fighter probably wants some wisdom too to make up for his awful will save.

I think the real reason people dump scores is that having a 10 charisma isn't going to make you the face of the party. Diplomacy is still going to be left up to someone with a decent skill pool along with higher charisma.

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