What house rules do you use in your home games?


Advice

101 to 150 of 207 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Barry Armstrong wrote:


Technically "Canon" (written in an officially licensed Paizo Product) says monks only have 3/4 BAB and d8 hit dice, but many people bump that to full BAB/d10 hit dice.

Many, many, many, many, many more don't :)


Herbatnik wrote:
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.

I make it to where they heal maximum. I fluff it a the fact that they can focus only on healing instead of also worrying about getting an arrow to the back.

Grand Lodge

We use a rule that on a total roll of 20 or higher to assist, you provide a +3 bonus.


Theconiel wrote:
As I recall, my old AD&D book said that most dwarven women had beards

Facts about Dwarves in AD&D:

1st edition PHB (orange spine wizard cover): The word beard is not found within the description of the race. The Monster Manual is referenced for more information (and I don't have a 1st edition Monster Manual).

2nd edition PHB & Monstrous Manual (both covers): no specific mention that females grow beards is mentioned, even when the habit of keeping beards is mentioned.

The later printed Complete Book of Dwarves, however, does have a mention of bearded women as I mentioned before.

These are the benefits of a bookshelf within arms reach of my favorite place to sit and fiddle about on my laptop.


blackbloodtroll wrote:
We use a rule that on a total roll of 20 or higher to assist, you provide a +3 bonus.

Hmm, I like this one. Perhaps even boost it to Nat 20 gives +4 bonus as well.


And, my reference of bearded dwarf women goes above and beyond RPG's. Also look to stories, mythology, novels, and fantasy genre in general.


Barry Armstrong wrote:
blackbloodtroll wrote:
We use a rule that on a total roll of 20 or higher to assist, you provide a +3 bonus.
Hmm, I like this one. Perhaps even boost it to Nat 20 gives +4 bonus as well.

I like this as well. So will my Rogues and other Skill Monkeys.


Cheapy wrote:
Barry Armstrong wrote:


Technically "Canon" (written in an officially licensed Paizo Product) says monks only have 3/4 BAB and d8 hit dice, but many people bump that to full BAB/d10 hit dice.
Many, many, many, many, many more don't :)

Not the point. Was using it as an example that anything changed from the written text is "breaking canon".

I am one of the ones that don't change Monks, because I've played a monk from 1-20 multiple times in multiple ways, and I have never, EVER had a problem in or out of combat with RAW.

If you're looking at pure munchkin numbers like Action Economy and Damage Per Round, and insulting/changing a class because it's not the very best it can be, that's different. And you're likely to suffer at my gaming table anyhow, because I am not pure hack/slash.


Azaelas Fayth wrote:
Barry Armstrong wrote:
blackbloodtroll wrote:
We use a rule that on a total roll of 20 or higher to assist, you provide a +3 bonus.
Hmm, I like this one. Perhaps even boost it to Nat 20 gives +4 bonus as well.
I like this as well. So will my Rogues and other Skill Monkeys.

Exactly. Gives a bit of non-game breaking balance to the Feat Monkeys.


Ice Titan wrote:

I added a "true" alignment so that devils and demons and angels aren't the same alignment as their mortal counterparts.

Stat rolls are no longer stat mod + d20, but stat + d20 with the DC increased by 10.

Do you do the "true" alignment thing to split the results of detect alignment stuff? It's a good to keep a mental division between supernaturally evil folks and inconsiderate jerks, but I've always liked how paladins can't tell for sure if someone is just an accomplished slimeball or secret demon at a glance.

That's a very good fix for raw stat checks too, although really, you'd want to scale DCs to match the new curve, wouldn't you? Double, then subtract 10. A DC20 becomes a 30, a 21 becomes a 32, etc. Just as hard as usual for someone who keeps their stats up, but people with low stats aren't as likely to luck into it.

Anyway, house rules I play with:

Stats- 4d6 drop lowest, place'em where you want. reroll if they suck ("sucking" is kind of an on the spot judgement call, usually I look for at least one stat that's at least a 16 and another that's at least a 14. Point buy is on the table for people who really prefer it.

Crits- Triple 20 rule is in effect in theory, but has yet to come up. One of my groups uses the gamemastery crit/fumble cards, the other chickened out after glancing through a few and noticing the potential to really give themselves longterm problems while critting enemies generally kills them outright as is (the wimps).

Reincarnate- I rebuilt the result chart to include everything from the Advanced Race Guide, with results weighted towards similar races and the core 7. Haven't had it come up yet in-game, but I'm pretty proud of how the odds work out.

HP- Roll or take half the max (i.e. 1d12 or 6 for barbarians). One group has to call it before rolling, another takes whichever is better (so, fighters with a 50% chance of gaining 5 HP, and a 10% chance of any other value). It doesn't actually have that big an effect on the average result (average for d6 becomes 4 instead of 3.5, d10 becomes 6.5 instead of 5.5), and the barbarian in this party would only have about 20 HP at level 8 before con bonuses if I weren't doing it.

Skills- Every class gets 2 extra skill points per level across the board. Hasn't had any visible effect at all on the party's effectiveness. I was talked into it partway into the campaign, everyone already had all the practical bases covered, and spent the extras on stuff not likel to come up to help round their characters out.

Barbarians- If you're raging, and you get caught thinking too far ahead (trying to subdue someone for questioning for instance), you need to pass a will save to do so.

Recapping- Providing a nice, in-character recap of the previous session nets you a modest experience bonus (5% of the difference between your next and current level, for just the one character) in one game, in another it gives you a coupon that can be turned in to force any roll made by anyone to be rerolled, that session only.

Flaws- Someone I've been gaming with has had a longstanding habit of handing out an extra feat at first level for anyone who takes some sort of flaw. I was talked into running with a watered down version of this (extra trait, not feat) but honestly it's entirely too much of a pain to remember to enforce everyone's flaws, so this is a one-time experiment for me.

Shapeshifting Powers- Every PC in the game I'm running told me that they thought the whole equipment merging into the new form for wildshape and similar powers (kitsune in the party) was totally non-sensical, and that it should instead fall off where they stand, to be recovered later. They raise a point, and it makes things harder for them, so sure.

Helpful NPCs/Followers- It's a huge party, so I flat out won't let them take leadership, and seriously discourage summoners. On the other hand, I don't drop their XP for NPCs tagging along "helping" with combat (nor have any who ever really make a difference).

New Characters- Nothing on your character sheet is set in stone until the start of the first session after your character has been in a combat situation (generally avoids bitterness from, say, realizing that a two-handed weapon is generally a better bet than two weapons). If you're REALLY not happy playing your current character, you can retire (taking a fair share of the party's loot with you on your way out) and bring in a new one. Replacement characters for dead or retired characters have the same XP total as everyone else in the party, and starting gear on par with what they're currently using.

Races- The core 7 are always fine. Anything else is allowed if there is precedent in the setting for it (set in Katapesh? Gnolls are fine. Party befriended that village of kobolds? Go for it), and one party member is allowed to be a wandering foreigner, so anything goes (doing this backwards in my current game to get the ARG out of everyone's system).


Max hp 1st and 2nd lvl, climb jump and swim is a skill called athletics, monks get full bab and d10s, vital strike works with spring attack and other similar one attack abilities... all i can think of off hand

Grand Lodge

Barry Armstrong wrote:
And, my reference of bearded dwarf women goes above and beyond RPG's. Also look to stories, mythology, novels, and fantasy genre in general.

Got you all, except mythology. Which myth exactly?


blackbloodtroll wrote:
Barry Armstrong wrote:
And, my reference of bearded dwarf women goes above and beyond RPG's. Also look to stories, mythology, novels, and fantasy genre in general.
Got you all, except mythology. Which myth exactly?

Norse: There is a Dwarven queen who had a larger beard than her Husband.


Googleshng wrote:

Recapping- Providing a nice, in-character recap of the previous session nets you a modest experience bonus (5% of the difference between your next and current level, for just the one character) in one game, in another it gives you a coupon that can be turned in to force any roll made by anyone to be rerolled, that session only.

Flaws- Someone I've been gaming with has had a longstanding habit of handing out an extra feat at first level for anyone who takes some sort of flaw. I was talked into running with a watered down version of this (extra trait, not feat) but honestly it's entirely too much of a pain to remember to enforce everyone's flaws, so this is a one-time experiment for me.

I like the idea of flaws. If a Character takes 1 or 2 traits, I will require them to take 1 or 2 flaws to balance it.

I REALLY like the idea of "coupons" for things such as bringing food for everyone, keeping good notes, playing in character, etc...

Grand Lodge

1 person marked this as a favorite.
Cheapy wrote:
I now clearly state, prior to joining a game, that I will not play in a game where I am not the king or ruling queen of a large and prosperous nation, even if I'm not playing the king or ruling queen.

Thus beginneth the reign of King Cheapy.


1 person marked this as a favorite.
blackbloodtroll wrote:


I blame Discworld, and I dislike those as well.

Them's fightin' woyds, put up ya dukes.


Rynjin wrote:
blackbloodtroll wrote:


I blame Discworld, and I dislike those as well.
Them's fightin' woyds, put up ya dukes.

Wow that's almost as bad as seeing Twihards fighting over the ending of the Fourth Book...

On-Topic: Why do people think boosting a Monk's BAB/HD is good? It means you have to refigure their FoB.

It is easier just to allow them to apply UAD to some weapons.


Azaelas Fayth wrote:
blackbloodtroll wrote:
Barry Armstrong wrote:
And, my reference of bearded dwarf women goes above and beyond RPG's. Also look to stories, mythology, novels, and fantasy genre in general.
Got you all, except mythology. Which myth exactly?
Norse: There is a Dwarven queen who had a larger beard than her Husband.

This.

Grand Lodge

Well, I have no issue with how others run their games.

It is simply something I feel strongly about, and hope those I play with respect that.

I also have no patience for those who roleplay animal companions, or "animal PCs" with various growls, squawks, etc.

Grand Lodge

Azaelas Fayth wrote:

On-Topic: Why do people think boosting a Monk's BAB/HD is good? It means you have to refigure their FoB.

It is easier just to allow them to apply UAD to some weapons.

1. No, it means you don't have two different BABs depending on how you're fighting.

2. Then you're giving them even less reason to fight unarmed.


blackbloodtroll wrote:

Well, I have no issue with how others run their games.

It is simply something I feel strongly about, and hope those I play with respect that.

I also have no patience for those who roleplay animal companions, or "animal PCs" with various growls, squawks, etc.

What about roleplaying their character with gruff voices and accents?

You know, as though they're acting "In Character". Almost like they're....PLAYING a ROLE during the GAME?

Here's the thing. You say you hope those you play with respect YOUR preferences, but you seem to take no strides to respect theirs, i.e., refusing to play in a campaign with bearded dwarves, walking out whenever the word "Kender" is spoken, having no patience for those who play a certain way, etc...

Respect is give and take, or compromise. If you're not willing to budge, why should they?

Grand Lodge

I never said I would not compromise.

Also, just the random animal noises are obnoxious.

You seem to be on the offensive, and a bit accusatory.

Have you been offended?


blackbloodtroll wrote:

I never said I would not compromise.

Also, just the random animal noises are obnoxious.

You seem to be on the offensive, and a bit accusatory.

Have you been offended?

Nope. Haven't been offended at all. Just pointing out that you want respect at the gaming table, but you seem almost arrogant in your demands. The extremes of "this needs to happen or else I do that" listed in your earlier posts don't state or imply any kind of compromise at all.

If I were to read your posts, it almost seems as though you're gracing everyone at the table with your presence, and if you don't get your way, then you leave to find another group who will bow to your demands. Again, the perception of non-compromise.

I could be way off-base, but that's the reality of how it reads. I don't know you personally, so I have no basis for truth on the claims nor do I sell them as factual. I am also not on the offensive, defensive, or taking things "seriously" or "jokingly". Just my opinion.

My opinion is always injected with brutal honesty, no kid gloves. I debate from a standpoint of passionate neutrality, perhaps that's where the perception or assumption of offense comes into play?


House rules? Nah, other than I only track coin weight when they find a hoard. Otherwise I just assume they keep their money in ye olde bank or let a reliable merchant house hold it. Let them carry script redeemable at any guild house/bank/merchant. Not good enough for paying taxes or tolls, but good enough for most transactions (its dangerous to carry too much gold coin anyways, and it's really heavy).

As for optional rules I use, I allow all pathfinder material, no 3rd party/3.5 stuff. We use hero points and traits. I don't audit encumbrance unless its obvious that you are abusing it, or have been hit with strength loss. We don't track food/water except in areas cut off from supply (I assume they are smart enough to buy food and water, the coppers needed for such isn't worth tracking after 1st level as most PCs IMHO are wealthy by comparison to other NPCs).

Any business the PCs engage in will be enough to maintain a lifestyle that is budget neutral, if they make lots of money I insist that they must live like men/women of means and that means spending lots of money. If the party wealth gets too high for the level I tend to push them into investing in a stronghold (which is a gold sink at first, but after that they get all the social/security advantages that a stronghold implies).


The only one ive used that hasnt been mentioned is I allow orcs to take toothy. Half orcs can why cant there full blooded cousins?


TriOmegaZero wrote:
Azaelas Fayth wrote:

On-Topic: Why do people think boosting a Monk's BAB/HD is good? It means you have to refigure their FoB.

It is easier just to allow them to apply UAD to some weapons.

1. No, it means you don't have two different BABs depending on how you're fighting.

2. Then you're giving them even less reason to fight unarmed.

1) So basically what is the point of having FoB at all?

2) All Historic Monks fought with at least Handwraps and/or Gloves.


Gallyck wrote:
The only one ive used that hasnt been mentioned is I allow orcs to take toothy. Half orcs can why cant there full blooded cousins?

Very good point. I'd probably house rule it as a standard racial trait and allow them to sub it out for another one if they DIDN'T want it.

Grand Lodge

Azaelas Fayth wrote:

1) So basically what is the point of having FoB at all?

2) All Historic Monks fought with at least Handwraps and/or Gloves.

1. Extra attacks.

2. This is not historical fantasy.


Googleshng wrote:
Do you do the "true" alignment thing to split the results of detect alignment stuff? It's a good to keep a mental division between supernaturally evil folks and inconsiderate jerks, but I've always liked how paladins can't tell for sure if someone is just an accomplished slimeball or secret demon at a glance.

Accomplished slimeball: Faint or no aura of evil.

Demon: More than likely moderate to overwhelming.

The paladin can't see the "true" evil. It's just a clarification for my group. I'm considering removing alignment and critical hits altogether for the next game I run, and just letting people be people.

Grand Lodge

Barry Armstrong wrote:


Nope. Haven't been offended at all. Just pointing out that you want respect at the gaming table, but you seem almost arrogant in your demands. The extremes of "this needs to happen or else I do that" listed in your earlier posts don't state or imply any kind of compromise at all.

If I were to read your posts, it almost seems as though you're gracing everyone at the table with your presence, and if you don't get your way, then you leave to find another group who will bow to your demands. Again, the perception of non-compromise.

I could be way off-base, but that's the reality of how it reads. I don't know you personally, so I have no basis for truth on the claims nor do I sell them as factual. I am also not on the offensive, defensive, or taking things "seriously" or "jokingly". Just my opinion.

My opinion is always injected with brutal honesty, no kid gloves. I debate from a standpoint of passionate neutrality, perhaps that's where the perception or assumption of offense comes into play?

While I would compromise on some things, some I would not.

Just as some would do so on the subject of sex, animal cruelty, or torture.
Feeling strongly about something does not mean I have an inflated sense of entitlement.
I am actually a person of great patience, and my friends and family have always respected me for that.
The few things I am unwilling to budge on are usually respected, as they know that they can count on my patience for more important things in the future.

I come to game to have fun, and so do those I game with. When something prevents that, for anyone involved, it is trusted that others will oblige them, and get back to what is important.

Having fun.


TriOmegaZero wrote:
Azaelas Fayth wrote:

1) So basically what is the point of having FoB at all?

2) All Historic Monks fought with at least Handwraps and/or Gloves.

1. Extra attacks.

2. This is not historical fantasy.

1) without adjusting the FoB you don't gain any advantage.

2) You do realize there are only one or two things in this game that don't come from History, Right?

Grand Lodge

Azaelas Fayth wrote:

1) without adjusting the FoB you don't gain any advantage.

2) You do realize there are only one or two things in this game that don't come from History, Right?

1. How does doubling your number of attacks a round not grant an advantage?

2. And?


TriOmegaZero wrote:
Azaelas Fayth wrote:

1) without adjusting the FoB you don't gain any advantage.

2) You do realize there are only one or two things in this game that don't come from History, Right?

1. How does doubling your number of attacks a round not grant an advantage?

2. And?

Actually looking back if someone is using a Monk right they shouldn't need the full BAB for anything rather than an excuse for more HP that they shouldn't need.

You are saying this isn't historical fantasy. How can it not be?


Azaelas Fayth wrote:
You are saying this isn't historical fantasy. How can it not be?

Golarion is not code for "Earth, but long long ago."

That's all it takes for absolutely nothing from Earth history to have any bearing.

Grand Lodge

1 person marked this as a favorite.
Azaelas Fayth wrote:
You are saying this isn't historical fantasy. How can it not be?

Because historical monks didn't suplex trains. ;)

So, there is a 'right' way to use a monk? Please enlighten us all.


blackbloodtroll wrote:


While I would compromise on some things, some I would not.
Just as some would do so on the subject of sex, animal cruelty, or torture.
Feeling strongly about something does not mean I have an inflated sense of entitlement.
I am actually a person of great patience, and my friends and family have always respected me for that.
The few things I am unwilling to budge on are usually respected, as they know that they can count on my patience for more important things in the future.

I come to game to have fun, and so do those I game with. When something prevents that, for anyone involved, it is trusted that others will oblige them, and get back to what is important.

Having fun.

I agree with everything you just said, though your posts before now did not reflect that.

Certainly having fun is the key factor in any gaming table.


Rynjin wrote:
johnlocke90 wrote:
Rynjin wrote:

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.

Standard 4d6 method can result in someone being screwed over by bad luck.

Eh, that's pretty much eliminated by the way we do it. Up to 3 re-rolls allowed, take the highest (ex. somebody rolls a 10, 10, 12, 8, 4, 12 they can re-roll), with one final GM roll if all the rolls come out s$+$ty.

Very rarely results in someone having terrible stats, though sometimes results in a rethink of character concept (if you wanted to play a MAD class but only had 1-2 stats above 10, you probably wanna swap 'em around to make a caster or summat).

It's worked well so far, and I find it a lot more fun. I just find it funny that anything "videogame-y" gets jumped on as bad and wrong on these forums half the time, and Point Buy is probably the most videogame-y way to pick stats.

That isn't standard though. You said "the Standard 4d6 method".


Rule 1: NO evil players
Rule 2: No evil characters

when you confirm a critical hit, assume the first die was max damage. That way a critical is always better than a regular hit.

we use a "Luck Roll" to determine stuff that the DM hadn't thought of, and misc. circumstance stuff. Usually a simple d20 vs a d20, but occasionally there will be a handicap and you'll get a d12 vs a d20.

When the half-orc obliterates some poor thing, there is a reflex save to avoid getting some of the splatter in their face.


Adamantine Dragon wrote:
Vestrial wrote:


In point of fact, your druid's scores are more min-maxed than I care for, and actually fairly well-illustrate my point. You spent a full two-thirds of your points on wisdom. And you do have a dump stat, by which I mean a stat that is sub human norms. I would prefer players to be able to build more well-rounded characters without gimping themselves in their primary role.

I rolled up my druid, using the 4d6 drop lowest method. I don't recall her raw scores (it was six years ago for Chrissakes) but her highest raw score was 16, her lowest was 10. As I recall I compared her result to a point buy and it matched a 17, but I could be wrong there by a point or two. She mostly had 10s and 11s with a 16 and a 14. Not a terribly unusual result in that method of rolling, a bit higher than average, but that's all.

None of her scores ended up below 10, so I'm not sure where you're getting this "stat that is sub human norms" from.

My point in using her was that she is a pretty good example of what you would call a "low point buy". Most people consider a "dump stat" to be a stat at least below 10, and many consider it to be a dump stat only if less than 8. Since she has no score below a 10, even if she had been a point buy, I don't think she would have a "dump stat". And a 16 is hardly a "max" stat.

If you think scores of 16, 14, 11, 11, 10, 10 are "min-maxed"... (Update, or maybe it was scores of 16, 14, 12, 10, 10, 10... yeah, that actually rings a bell, I remember her results were mathematically interesting to the GM)

Wow. That's all I can say to that.

Those scores would be a 20 point buy though, not a 15.


Azaelas Fayth wrote:
Barry Armstrong wrote:
blackbloodtroll wrote:
We use a rule that on a total roll of 20 or higher to assist, you provide a +3 bonus.
Hmm, I like this one. Perhaps even boost it to Nat 20 gives +4 bonus as well.
I like this as well. So will my Rogues and other Skill Monkeys.

Just curious, are Sorcerers usually Skill Monkeys?

Because at 6th level I have six different skills in the double digits.

Is that usual?

Grand Lodge

My DM, in one game, uses exploding dice for firearms.


Adamantine Dragon wrote:
TOZ wrote:
Gimelbub wrote:
I removed alignment completely. It's quite liberating.
Yes.

I have thought about this, but there is a lot of alignment stuff woven into classes, spells and the like, so I have not pulled the trigger on it.

What I have done is explain that in my world alignment is not absolute, it is a general guide to probable behavior, but not a guarantee of behavior, nor proof of guilt in previous events.

So our paladin will do "detect evil" and see a townsperson radiating a slight bit of evil and will want to "do something about it" and I'll have to say "The presence of evil intent is not enough to prove evil action. All you know is that the person is predisposed towards evil, but they may overcome that predisposition through discipline, training or desire to avoid punishment."

I may get rid of alignment entirely at some point, but so far this "alignment is a continuum, not a bunch of distinct buckets" approach is working.

FYI, creatures below 5 HD don't radiate evil unless they are outsiders, undead or a divine caster.


Theconiel wrote:
blackbloodtroll wrote:


I now clearly state, prior to joining a game, that I will not play in a game with bearded dwarven women, even if I am not playing a dwarf.
Wow. If one of my players felt so strongly, I would not use that rule, or any other house rule. I would rather lose a detail of my fantasy world than a player.

On the other hand, I would take this as a warning sign about a melodramatic player.

Grand Lodge

johnlocke90 wrote:
Theconiel wrote:
blackbloodtroll wrote:


I now clearly state, prior to joining a game, that I will not play in a game with bearded dwarven women, even if I am not playing a dwarf.
Wow. If one of my players felt so strongly, I would not use that rule, or any other house rule. I would rather lose a detail of my fantasy world than a player.
On the other hand, I would take this as a warning sign about a melodramatic player.

I have never been accused of that.

There is a lot of extrapolation from this one opinion.

Much is very negative.

I assure you, I have never been accused of being a problem player.


johnlocke90 wrote:
On the other hand, I would take this as a warning sign about a melodramatic player.

My point exactly, but if the DM or the other players at BBT's table don't see him that way (or don't voice it), then there's no problem.

I will always give a person a chance, but if that's how they start the gaming session with me, like johnlocke said, it's a warning sign. You'd be mentally noted as having the potential.

Sometimes, first impressions are everything and perception is 90% of reality. Not how I practice, but it is for some folks.


TOZ wrote:
Gimelbub wrote:
I removed alignment completely. It's quite liberating.
Yes.

In real life as well.


johnlocke90 wrote:


That isn't standard though. You said "the Standard 4d6 method".

Well it technically is. The method is the same, it's just repeated for posterity.

The only difference being you get 3 different arrays to choose from out of that, and can pick the best one out of those.

Silver Crusade

blackbloodtroll wrote:
My DM, in one game, uses exploding dice for firearms.

While bullets are more traditional, exploding dice as ammunition is...er...'interesting'...


1 person marked this as a favorite.
blackbloodtroll wrote:
My DM, in one game, uses exploding dice for firearms.

Wait, does that mean characters in the game load exploding dice into their guns, or do the dice he rolls for firearm attacks explode after being rolled?


When multiclassing, BAB is calculated such that it doesn't penalize 3/4 and 1/2 BAB classes. A cleric/wizard's BAB would be calculated as cleric level x 3/4 + wizard level x 1/2, round down. Therefore, a cleric 1, wizard 1 has a BAB of +1 instead of 0. Saves get the same treatment with the added rule that you only get the +2 bonus from a good save class once. Therefore, a fighter 1, barbarian 2 has F/R/W of 3/1/1 instead of 5/0/0.

101 to 150 of 207 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / What house rules do you use in your home games? All Messageboards

Want to post a reply? Sign in.