What are YOUR houserules?


Homebrew and House Rules

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I am going to give weapon finesse to all Rogues free. I think they need the help in combat.
I'll also let Monks use wisdom instead of strength in combat, same reason.


christos gurd wrote:
I started a thought exercise a while back, and I think there are a lot of instances where I want to flatout remove stat prereqs for feats(like two weapon fighting or eldritch heritage) or allow alternative choices of stats for prereqs, like wisdom for combat expertise.

funny, I was under the impression that this was a radical idea, but since nobody has said anything i guess its not. Down with the tyrannical stat prereqs for feats!!!


This is a simple one, but I'll put it in with every game I run.

- All the healing spells that are in conjuration, be they Cure X Wounds or Heal or Remove X, are put under Necromancy instead.


1. Group Initiative
Sum all PCs initiative score then compared to the enemies. The greater will act first. The individual action is up to the party. So the battles will be more flexible.

2. First Level HP
I always use this formula 2 * (HD + CON modifier)
The level one is very fragile and die often.

3. Simplified AoO
The only AoO I used is when one leaves his enemy threaten range and when one use combat manuveur.

Contributor

My table uses the idea that the players PC's are the worlds "super heroes"

1. Grid Roll Up
We roll in a grid for stats. 3 boxes by 3 boxes. So nine total with str, dex, con down one side and int, wis, cha across the top. Fill in from left to right as you roll up stats. Once finished you can choose which across row will be your stat or down column. Once a number is picked its marked out...essentially giving each ability 3 numbers to pick from. So players can create the type of PC they really want to play.

2. High Stat
We roll 4d6 and add them together. So possible to have a 22 stat to start with or 24 with some racial modifiers.

3. Advanced Race Guide
We sometimes use Race builder to enhance races chosen or build new ones. Like; all players get 20 RP's to modify a race with higher str or DR.

3. Monster Races and Classes
Players are allowed to use my Savage Species Conversion and Element Bender Class

Liberty's Edge

1: You can apply sneak attack precision damage to touch base weapons like acid flask etc.
2: You can apply precision damage anyone standing in grease or similar effects.
3: Combat Maneuvers and their appropriate improved versions are combined together.


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zerzix wrote:

My table uses the idea that the players PC's are the worlds "super heroes"

1. Grid Roll Up
We roll in a grid for stats. 3 boxes by 3 boxes. So nine total with str, dex, con down one side and int, wis, cha across the top. Fill in from left to right as you roll up stats. Once finished you can choose which across row will be your stat or down column. Once a number is picked its marked out...essentially giving each ability 3 numbers to pick from. So players can create the type of PC they really want to play.

2. High Stat
We roll 4d6 and add them together. So possible to have a 22 stat to start with or 24 with some racial modifiers.

3. Advanced Race Guide
We sometimes use Race builder to enhance races chosen or build new ones. Like; all players get 20 RP's to modify a race with higher str or DR.

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You could allow element benders the appropriate elemental bloodline as a marker that they have the aptitude. See my leveled mutations for an idea what this would look like in a non-sorcerer.


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Squirrel_Dude wrote:

This is a simple one, but I'll put it in with every game I run.

- All the healing spells that are in conjuration, be they Cure X Wounds or Heal or Remove X, are put under Necromancy instead.

See, that makes sense.


Significant Magic Items (particularly weapons, incl staves/rods) - These items level up with the character. Character level (sometimes total, sometimes class depending on the item) determines what attributes and bonuses the character is able to unlock. So as the character gains levels the item becomes more relevant.

BM/AM (before monster/after monster) Initiative - Monsters/NPCs are given a static initiative. They don't roll. PCs roll each round (d10). If they match or beat the monster's static initiative they go before the monster; if lower they go after. Then the players decide the order of actions for the PCs in their initiative slot. The CHARACTERS don't discuss tactics, but it gives a nod to their cohesion as a group to let the players do so. And since different characters might get grouped together each round it keeps strategies from becoming too static.

I think someone somewhere called this the Rule of Cool - Say yes (or at least "yes, but") to players as often as possible, particularly during chargen. I've always been a sandbox/seat-of-the-pants kinda GM so this is a wee bit easier for me than it might be for more structured GMs, but I'm of the opinion that you can't break the game in every direction at once, so even when a player's idea looks like a blatant avenue for abuse, it can usually be moderated - and can often be entertaining as hell.

That said, I still tend to have multiple bans in place as concerns the flavor of a given campaign.

For instance, I might allow one Gunslinger PC if he is from another plane and willing to take the disadvantages of being a literal stranger in a strange land with issues obtaining ammo. I don't ban Summoners outright, but I can't get the Pokemon image they've always presented to me out of my head.

And there are generally only ever 3 Paladins in my game world at any one time - LG, LN, and LE. Likewise, I prefer only one paladin PC per campaign.

Winged races are forbidden at low levels (but vestigial wings and the like are allowed where appropriate) and aqua dependent races (need to be doused in water daily to survive) and bestial races (those with a whole body or whole head of an animal - centaur, minotaur, etc) - are discouraged.

Some peevy metagamey rules -
No phones/tablets/laptops/novels etc in use at the table. (if you need to make or take a call leave the table - preferably during a regular break, but hey, life happens).

Too many instances of *Oh, is it my turn?* may result in an answer of *no* and a nod to the next guy.


Is needing to be doused in water each day really that different from needing to drink 2-4 liters of water per day? Sure the quantity goes up, but it's still a necessary resource (barring people with rings of sustenance or similar workarounds.)


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A new one I am considering...
Inspired by a couple of threads I found earlier.

Feat Chains as scaling Feats: Any Feat that has multiple versions of itself (X, Improved X, Greater X, etc) are rolled into one feat and the bonuses are applied when the appropriate prerequisites are met. In the case of Chain feats with no prerequisites (EX: Spell Focus/Greater Spell Focus) an arbitrary 4 class level prerequisite will be assessed. Some (But not all) Chains that do not have similar names but are interconnected may also qualify for this scaling effect.
Check with the GM on a chain if you are unsure it would count as just one Feat.


Let me help you with that...
1: In my Leveled Mutations, Aquatic has double the effect of fire damage or environmental consequences. A cavern with a lava pool in it would cause the Aquatic character to faint first.
2: Pokemon? You mean you can only summon 6 different monsters, if one gets hurt you are down to 5 for the whole day, and no Eidolons, just existing monsters? Enforce that and who will want to play one?


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Adjule wrote:
Curious if you still have ring of protection (deflection bonus) as well as amulet of natural armor (natural armor bonus), since those are different from and stack with the armor and shield bonuses. I had actually thought of doing something similar, with bonuses at various levels to take the place of the "plus items".

I do offer items that add Deflection and Natural Armor bonuses, but they will ALWAYS do more than just "plus X".

For example, a necklace with a single White Dragon Scale hanging from it. It gives +1 Natural Armor, and a constant Endure Elements (cold).

Items that just have "plus X" are boring and have no place in my games.


@ kyrt-rider:

I only discourage those characters because a huge chunk of my setting is desert and the other regions essentially surround that desert and at some point players usually find themselves crossing it - if only for a short time - which puts them in a position of having to parse water between drink AND douse. Not that that is such a huge thing to overcome, but the desert plays a big enough role in the setting that it could become a hassle.

Discourage doesn't mean ban. It's just giving the player all the facts.

Likewise the bestial (centaur, minotaur, etc) characters. There is a whole wide gameworld to play them in, and I've run plenty of campaigns with bestial PCs, but the NPC reactions in cities and towns can become prohibitive. Again, it's just laying everything out for the player up front before he makes his decision.


Goth Guru wrote:

Let me help you with that...

1: In my Leveled Mutations, Aquatic has double the effect of fire damage or environmental consequences. A cavern with a lava pool in it would cause the Aquatic character to faint first.
2: Pokemon? You mean you can only summon 6 different monsters, if one gets hurt you are down to 5 for the whole day, and no Eidolons, just existing monsters? Enforce that and who will want to play one?

Hrm? How does that help a player who probably doesn't want to faint in the first place? I just let them know it could bring up actual issues in gameplay and then the player decides if he still wants to play it. Not particularly looking to "fix" it. I'm fine with the penalties, so long as the player knows those penalties won't get nerfed and that he should plan accordingly.

As for the pokemon thing I am 44 years old and probably have a very skewed idea of what pokemon even is, but whenever I read over the Summoner class that is what I think of. At no point did I say I revamped the summoner class to play like pokemon or that I required the player to somehow roleplay as if it was a pokemon. I'm not "enforcing" anything of the kind.

But every time I GM or play with a Summoner that is inevitably the image that traipses through my head.


Brahnamin wrote:

@ kyrt-rider:

I only discourage those characters because a huge chunk of my setting is desert and the other regions essentially surround that desert and at some point players usually find themselves crossing it - if only for a short time - which puts them in a position of having to parse water between drink AND douse. Not that that is such a huge thing to overcome, but the desert plays a big enough role in the setting that it could become a hassle.

Discourage doesn't mean ban. It's just giving the player all the facts.

Likewise the bestial (centaur, minotaur, etc) characters. There is a whole wide gameworld to play them in, and I've run plenty of campaigns with bestial PCs, but the NPC reactions in cities and towns can become prohibitive. Again, it's just laying everything out for the player up front before he makes his decision.

If a PC escapes from the Cleaves with the aquatic mutation, they will move to the coast and stay there. They could also seek a caster to polymorph them back into a normal human.


@ Goth Guru - There are always options. PCs could spend the entire campaign on the coast, on the sea, or in the islands if that's what they want. Again, it's just a matter of transparency.


Situational House Rule - Early back in 3.x we ran a cleric-free game where every character had a Domain. They gained the powers but not the spells and if they met the prerequisites could buy up to two more domains by spending feats (prerequisites were level related - I think l3 to pick up a second domain and l5 or 6 to pick up a third). Plus the domains had to make some kind of sense together (which mostly had to do with the PC making a case for it and the GM approving or vetoing).


zerzix wrote:

1. Grid Roll Up

We roll in a grid for stats. 3 boxes by 3 boxes. So nine total with str, dex, con down one side and int, wis, cha across the top. Fill in from left to right as you roll up stats. Once finished you can choose which across row will be your stat or down column. Once a number is picked its marked out...essentially giving each ability 3 numbers to pick from. So players can create the type of PC they really want to play.

Never heard of that one before. Sounds fun.

Grand Lodge

I find it just gives the players nine rolls and allows them to drop three of them. The restrictions don't make a huge difference.


pokemon?

when i think of Eidolons, i think of them being born from shards of the summoners mind, or, i think of something akin to Emil Castagnier and Rydia of Mist.


stat roll d6 + d4 +8 range is 10 to 18 but average is 13. reasonable stats.

XP removed- players level by GM fiat at a time appropriate to the story

flat footed in the first round removed as a general rule
if someone with sneak attack attacks an opponent in the first round who has not acted that character gets to treat the target as flat footed.

PCs get 2 free skill points at first level to place in a profession or perform.

feats and spells
some feats and spells banned (with player agreement)
some feats and spells modified (with player agreement)

All Resurrection and reincarnation effects short of wish or direct acts of a god removed universal wide (NPC cant be resurrected either).
Replaced with a universal ability. If a player should fall bellow negative CON the character is dead... however, the character can be brought back within 2 mins if they are healed back up to 0 or more. all healing until they reach 0 is 2 for 1 and the character is then in a coma for 1 day per death.
Also if Hero points are in the game and the player has 2 hero points available 2 hero points are automatically used to leave the character stabilized just before death.

world environment
most citiesare warded in such a way that many abilities such as flight or any plane shifting effects (summoning, teleport, etc) are blocked in some way

alignment alignment as written on a character sheet is the characters views of himself with the understanding that true alignment is decided by the opinion of the gods (GM) only players whos class is reliant on their alignment will get any particular warning before a change in alignment.

some classes and races banned or modified (with player approval)


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It is worth noting that I really enjoy high power, high adventure campaigns, & I encourage my players to attempt daring exploits. The following set of House rules are built with this mentality in mind.

As such, my most important house rule is this:

#1: If it Entertains the DM, it happens. Or, at the very least, I'll give you a roll to see if it works.

From there, I have a variety of lesser house rules:

#2: Create a character that can get along with the group!

Some inter-party conflict is fine, but I'm not running a war game. I'm running a Role-Playing Game. Know the difference! (I can & will destroy your character if you're wasting time ruining someone else's fun.)

I will probably not invite you back, as well.

#3: Limited Character Invulnerability

-Because you are Highly Invested in your character, & because I'm lazy & hate rolling up new characters all of the time, I give my PC's a limited form of script protection.

-PC's have a limited amount of "scripted immunity" during normal game sessions. If your character is "killed" by sheer misfortune (e.g.: a series of bad dice rolls), I will "rescue" your character in some fashion.

*Example: If your character dies in a fight, you are instead stable at negative hit points, & are either captured (& imprisoned), or alternately, suffer some sort of permanent injury. (This can be a missing limb, severe burns, or other major injury as appropriate. For Example, a Magus in my campaign suffered a full body scar, via greatsword crit, that permanently increased his armor check penalty when wearing armor. Typically, a Regenerate spell, or better, is necessary to remove these injuries.)

-There are three important exceptions to Limited Character Invulnerability (as follows):

*"BOSS FIGHT NIGHTS"*

-During "Boss Fights," which are always a campaign story arc significant encounter, all script immunity ceases to exist. "The dice fall where they fall. No mercy."

All "Boss Fight" events will be identified as such to the group at the start of the session. A "Boss Fight" will never be a surprise. If a "Boss Fight" would occur accidentally, the fight can be postponed until the next session, if the party prefers that arrangement.

The story will be modified slightly to allow for this change of events, as best as possible.

*Extras Can Be Collateral Damage*

-Scripted Invulnerability extends to YOUR CHARACTER ONLY. Any "extras" can be killed normally. "Extras" include (but are not limited to) Animal Companions, Familiars, Cohorts, Eidolons, Mounts, & other NPC party followers. "Extras" must be replaced as normal.

+Special: The death of an "Extra" never causes any mechanical penalty to your character, with the exception of possible changes to your Leadership score. [Ex: The death of a Wizard's familiar DOES NOT cause XP loss for the Wizard, though the normal amount of time & money must be spent in order to replace it.]

*Stupidity can always be Fatal.*

-If your untimely death is the result of your own critical stupidity, then your death is permanent. The universe hates stupidity.

+Example:

"The King welcomes you into his throne room."

"I TRY TO STAB HIM!"

"The guards enjoy turning your useless corpse into the world's largest pin cushion with their spears. No one cries at your passing. Roll up a new character."

#4: Character Generation Rules: "The Evil Little Choice"

Each player is given an opportunity to generate bonus points to modify their starting Ability scores up to a maximum of 18 (before racial modifiers). There are three options:

-1: Gain a strait +3 bonus to a single ability score. Any points above 18 are wasted.

-2: Roll a d4. You gain that many points to divide among all of your ability scores, as you see fit (up to the normal maximum of 18).

-3: Roll a d6. On a 1-3, you gain no bonus points. On a 4-6, you gain that many points to divide among all of your ability scores, as you see fit (up to the normal maximum of 18).

-Special: Brand new players with my group may make this choice AFTER generating their ability scores. All other players must make this choice BEFORE generating their ability scores.

#5: Ability Scores: Flexible "Free 18"

As my ability score generation methods occasionally generate heavy outlier characters (more than one "18" base score)...

-If any PC has two (or more) starting "18's" for an ability score (before racial modifiers), all other PC's with less than two "18's" gain a free "18," typically in place of their second-lowest roll.

Example: If the "Free 18" rule triggers, a player who rolls the following stats: [18, 16, 15, 14, 10, 8];

...would instead assign the following stats: [18, 18, 16, 15, 14, 8].

This rule occurs solely at the approval of the DM. [Note: I like high-powered campaigns, so I'd rather bump everyone up, than knock one PC down.]

#6: STUNT DICE! (Shamelessly adapted from Exalted)

"If it sounds awesome, then I think you deserve bonus on your chances of success!"

Core Stunt Dice Rules:

-A Stunt Dice is a mechanical bonus that is given out for unique & creative role-playing!

-Any action that requires a d20 roll can potentially earn a Stunt Dice (if you're creative enough). [Yes, even saving throws... if you're quick witted enough to come up with an excellent description of how you're getting out of harm's way.]

-To earn a Stunt Dice, you must be nominated for one.

-You can not nominate yourself for a Stunt Dice. Only other players can nominate you for a stunt dice. If no one around the table is paying attention, then you do not get the Stunt Dice. [Note: This encourages less off-topic table talk, which is very, very positive!]

The player who nominates you for the Stunt Dice should suggest which level of Stunt Dice you should receive.

-Once you have been nominated for a Stunt Dice, the GM must approve the Stunt Dice. The GM is also free to adjust the Stunt Dice up or down, as he deems appropriate.

-If the Stunt Dice is approved, you may add it to ANY d20 roll you make during that turn (not necessarily just the actual stunt). You must choose to add the Stunt Dice to the Roll BEFORE the roll is made. Any Stunt Dice that are not used by the end of that turn are lost immediately.

+Example: A swashbuckler swings on a chandalier & attacks his rival. He is awarded a d6 stunt dice. He may add this Stunt Dice to the Acrobatics Roll OR the Attack Roll. If he does not use the Stunt Dice, it is lost at the end of the turn.

-There are two Stunt Dice Cups: One on the Player's Table & One behind the DM's Screen. (The Dungeon Master can also get stunt dice!) Once a PC has used a Stunt Dice, it moves to the DM's cup. Once a DM-NPC has used a Stunt Dice, it moves to the PC's cup.

-If there are no Stunt Dice of the appropriate value in a cup, the next lowest Stunt Dice available is substituted. If no Stunt Dice of the correct value or lower are available, no Stunt Dice are awarded.

-Mythic characters who earn a Stunt Dice can spend a point of Mythic power to "upgrade" a stunt dice. This either gives the stunt dice a +2 bonus, or replaces the Stunt Dice with the Mythic character's appropriate Surge dice. The Stunt Dice originally awarded moves to the appropriate Cup as normal.

+Example: A mythic rogue/trickster PC is awarded a d4 Stunt Dice. They have a d6 Surge Dice. They may spend a point of Mythic Power to either roll a d4+2 or a d6 as their Stunt Dice for that round. Regardless of the option chosen, the original d4 that was awarded then moves to the DM's Stunt Dice Cup.

*Stunt Dice Count, Descriptions, & Requirements*

-d4 Stunt Dice:

+A d4 Stunt Dice is a stunt that "sounds cool." It is a well described action, such as an attack or special combat action. (Example: "I use the momentum from the back-swing of his great sword to throw him to the ground," in place of "I'm making a Trip attempt."). Repeated uses of the same "cool" description get boring fast... so repeating the same action doesn't count.

+Count: 10 d4 Stunt Dice

At the start of the game session, place a # of d4 Stunt Dice equal to the # of PC's in the PC cup (Minimum: 5, Maximum: 9). All other d4 Stunt Dice are placed in the DM's Cup.

-d6 Stunt Dice:

+A d6 Stunt Dice is a stunt that incorporates the environment in a creative or unique fashion. (Example: "I flip the dinner table, & then dive behind the counter while everyone is surprised. Then I crawl out of sight," instead of, "I make a distraction, & then use Stealth.")

+Count: 6 d6 Stunt Dice

At the start of the game session, place a # of d6 Stunt Dice equal to (1/2 the # of d4 Stunt Dice assigned, rounded up) in the PC's Cup. [Minimum: 3, Maximum: 5] All other d6 Stunt Dice are placed in the DM's Cup.

-d8 Stunt Dice:

+A d8 Stunt Dice is "Dramatic Grandeur!" These are awarded rarely, & only for the absolute best of role playing. There must be some element of "Story," in addition to the excellent description or cool environmental interaction.

(Example: When battling the Barbarian who killed your mentor... "I throw down my sword & rip the battle axe he used to kill my master out of his hands. Then, I use it to swipe his legs & send him tumbling down the stairs while shouting, "For Dorian!" ... Instead of, "I disarm him & then attack him with his own axe.")

+Count: 4 d8 Stunt Dice

At the start of the game, place 2 d8 Stunt Dice in the PC's Cup, & two d8 Stunt Dice in the DM's Cup.


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True strike- The glimpse it gives you of the future lets you compensate so a 1 on the D20 is not a fumble or automatic miss.


I use a stat generation that I call "Organic Point Buy."
Each player takes 15 points and makes six stats, then randomly assigns those values to respresent inherent ability, then they can spend 5 additional points to represent training.

Every character is more equal which makes some players happy, but yet there is still an element of randomness and a chance to have unusual strengths or weaknesses which makes other players happy, and players spike their stats less which makes me happy.

Grand Lodge

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I'm tinkering around with a system that treats metamagic more like combat maneuvers.

In other words: Any spellcaster can attempt to modify their spells, but they have to pass a concentration check or lose the spell (or slot).

Then the metamagic feats make it so you don't have to make the concentration check at all. In effect, each metamagic feat becomes the equivalent "improved" spell maneuver.

Now I just have to sit down and write "greater" metamagic feats to keep each chain going. Imagine a feat called Greater Empower Spell that increases variables by 75% or Greater Quicken Spell that lets you cast as an immediate action.


Stats: 4d6 x 7, arrange as you like
HP: Max at 1st, D(n/2)+n/2 thereafter (i.e. D3+3, D4+4, etc.)
Finesse: Light weapons can automatically use Dex or Str. If you use Dex, there's no Str mod to damage (you're using finesse, not force - not a big change because most Finessers have Str 12 or lower anyway)


For my games, and a suggestion for the undecided, weapon finesse does more damage.
Reason, the wielder can avoid armor and redirect toward vital areas better.
Monks get the bonus to damage because their wisdom lets them aim for the place that does the most damage.


Can you elaborate on this 'more damage' Goth Guru? Adding bonus damage to these cases appeals to me and I'm wondering which method you're using here.


We have a house rule that most magic items (not 100% of them, but most) self identify. I think that this is a carryover from Forgotten Realms or something. Of course cursed items will still appear as harmless. Harmless until...[giggles and rubs hands together].


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kyrt-ryder wrote:
Can you elaborate on this 'more damage' Goth Guru? Adding bonus damage to these cases appeals to me and I'm wondering which method you're using here.

The plus to hit, is the plus to damage.

If I can make things less complicated, I will.


Ive mentioned it before, but i drop the negative modifiers on races.


christos gurd wrote:
Ive mentioned it before, but i drop the negative modifiers on races.

What effects has that had in your games?

Have you seen an uptick in non-human PCs because of it?


christos gurd wrote:
Ive mentioned it before, but i drop the negative modifiers on races.

I thought of doing the same thing. It was one thing I liked about 4th edition.

Grand Lodge

christos gurd wrote:
Ive mentioned it before, but i drop the negative modifiers on races.

What would you add to the races who don't have any negatives (humans, half-elves, half-orcs, aasimars, etc) to make up for the sudden boost in power for all the other races.

Under your system, an orc would just have +4 strength and no negatives?


No auto-fail/auto-success on 1s and 20s. A 1 is always a 1 and a 20 is always a 20.

Seems silly that a level 20 fighter would miss a level 1 commoner 5% of the time.

Each hit die results in a static increase:

d6 = 4 hp + CON, etc.
d8 = 6 hp + CON, etc.
d10 = 8 hp + CON, etc.
d12 = 10 hp + CON, etc.

Silver Crusade

Adjule wrote:
Curious if you still have ring of protection (deflection bonus) as well as amulet of natural armor (natural armor bonus), since those are different from and stack with the armor and shield bonuses. I had actually thought of doing something similar, with bonuses at various levels to take the place of the "plus items".

Our system follows WBL and allows players to "purchase" with "training points" bonuses such as deflection and resistance bonuses. Stronger bonuses do not become available until later levels. It's to cure the occupation of magic item slots with "required" gear while still offering the bonuses that seem essential to surviving combat.

We no longer use "Rings of Protection" or "Amulets of Natural Armor" as such.


n00bxqb wrote:

No auto-fail/auto-success on 1s and 20s. A 1 is always a 1 and a 20 is always a 20.

Seems silly that a level 20 fighter would miss a level 1 commoner 5% of the time.

I don't think it's silly (well, I think that a game where 20th-level characters are attacking 1st-level commoner in sufficient amount to find the 5% auto-fail rate problematic is silly), but I can get behind the design philosophy that "if you can't take 10, then there shouldn't be any auto succeed/autofail". But Pathfinder is exactly the opposite.

The problem however is that this regularity happens much sooner than level 20. You get into situations where fighters can't miss a commonnner ever at level 8th-9th, and heaviliy armoured fighters that cannot be hit by weak opponents at even lower levels.


To expand on the races thing,
One is that ive seen previously very non-optimal builds used, like an earth sorcerer dwarf. The overall power increase of characters ranged from marginal to nonexistent.
Changes ive made to races,
Orcs, are now +2 str and wis
Half-orcs/elves, get to choose of their parents ability score modifiers plus one other.
Humans, get skill focus as an additional bonus feat.
Aasimars, are unchanged


Laurefindel wrote:
You get into situations where fighters can't miss a commonnner ever at level 8th-9th, and heaviliy armoured fighters that cannot be hit by weak opponents at even lower levels.

I'd personally consider this a positive result.

Maybe go with a bellcurve instead of the flat d20 and still only have the single result at the extreme ends of the curve be an automatic success/failure (2/20 if using 2d10, 3/18 if using 3d6)


christos gurd wrote:

To expand on the races thing,

One is that ive seen previously very non-optimal builds used, like an earth sorcerer dwarf. The overall power increase of characters ranged from marginal to nonexistent.
Changes ive made to races,
Orcs, are now +2 str and wis
Half-orcs/elves, get to choose of their parents ability score modifiers plus one other.
Humans, get skill focus as an additional bonus feat.
Aasimars, are unchanged

I like this, but I have a suggestion for those considering adopting it. Ability score maximums. Basically, just subtract the negative racial mods from 18, and institute it as a racial maximum. I don't want to think about Halflings with 18 Str. In fact, I would make Halflings max Str 14.

This would eliminate what you've seen regarding previously non-optimal builds seeing a surge. But I like some of those limitations. For example, as a long time gamer from the Olde Tymes, I still don't completely like Dwarven arcane casters. However, I would rather discourage it than ban it; and this would be a perfect place to have a trait that would allow an 18 in one of those limited stats.


Laurefindel wrote:
n00bxqb wrote:

No auto-fail/auto-success on 1s and 20s. A 1 is always a 1 and a 20 is always a 20.

Seems silly that a level 20 fighter would miss a level 1 commoner 5% of the time.

I don't think it's silly (well, I think that a game where 20th-level characters are attacking 1st-level commoner in sufficient amount to find the 5% auto-fail rate problematic is silly), but I can get behind the design philosophy that "if you can't take 10, then there shouldn't be any auto succeed/autofail". But Pathfinder is exactly the opposite.

Indeed, the only thing that would make it worth rolling the attack against such a target would be the 5% chance of a "miss".

While it's true that very well trained and drilled soldiers don't "miss" 1 in 20 times at the range. Even those guys miss more in combat. But the die roll doesn't just represent the possibility that the shooter will miss, it is all the random elements of a tension filled encounter.

If you don't like having your god-like heroes "missing" defenseless commoners, then describe the defender slipping on the sand and tripping over his own feet to get the hell out of the way...and stumbling out of the blow.

Or, better yet, the next time a 20th level fighter swings at a 1st level commoner...just describe the clean death.


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Personally, I rather like the idea of 18 strength halflings being a possibility. Not nearly as easy as with a Human or half-human, but possible.


kyrt-ryder wrote:
Personally, I rather like the idea of 18 strength halflings being a possibility. Not nearly as easy as with a Human or half-human, but possible.

If Bullroarer Took could do it, I don't see why not. Not much chance of knocking a goblins head clean off using nothing but a club if your strength is a 16. :)


Adjule wrote:
christos gurd wrote:
Ive mentioned it before, but i drop the negative modifiers on races.
I thought of doing the same thing. It was one thing I liked about 4th edition.

Same here.


Can'tFindthePath wrote:
christos gurd wrote:

To expand on the races thing,

One is that ive seen previously very non-optimal builds used, like an earth sorcerer dwarf. The overall power increase of characters ranged from marginal to nonexistent.
Changes ive made to races,
Orcs, are now +2 str and wis
Half-orcs/elves, get to choose of their parents ability score modifiers plus one other.
Humans, get skill focus as an additional bonus feat.
Aasimars, are unchanged

I like this, but I have a suggestion for those considering adopting it. Ability score maximums. Basically, just subtract the negative racial mods from 18, and institute it as a racial maximum. I don't want to think about Halflings with 18 Str. In fact, I would make Halflings max Str 14.

This would eliminate what you've seen regarding previously non-optimal builds seeing a surge. But I like some of those limitations. For example, as a long time gamer from the Olde Tymes, I still don't completely like Dwarven arcane casters. However, I would rather discourage it than ban it; and this would be a perfect place to have a trait that would allow an 18 in one of those limited stats.

That sounds like 2nd edition. Along with racial class restrictions, racial class maximum levels, and females having different scores than males, the racial ability score maximums were a horrible design that I never saw anyone use. It was a good thing they were dropped when 3rd edition came around.

I have no problem with dwarven magic users or halfling barbarians with 18 strength. It would be preferrable than seeing yet ANOTHER halfling rogue or dwarven cleric or half-orc barbarian.


Adjule wrote:


That sounds like 2nd edition. Along with racial class restrictions, racial class maximum levels, and females having different scores than males, the racial ability score maximums were a horrible design that I never saw anyone use. It was a good thing they were dropped when 3rd edition came around.

I have no problem with dwarven magic users or halfling barbarians with 18 strength. It would be preferrable than seeing yet ANOTHER halfling rogue or dwarven cleric or half-orc barbarian.

You and I think FAR too much alike.

I've considered making all PCs do the +2 to one, +2 to another, -2 to something else, or just a flat +2 (essentially, the second +2 and the -2 to go the same stat). PCs are supposed to be exceptional specimens (IMHO), and breaking the mold could well be part of that exceptionalism.


Zhayne wrote:
Adjule wrote:


That sounds like 2nd edition. Along with racial class restrictions, racial class maximum levels, and females having different scores than males, the racial ability score maximums were a horrible design that I never saw anyone use. It was a good thing they were dropped when 3rd edition came around.

I have no problem with dwarven magic users or halfling barbarians with 18 strength. It would be preferrable than seeing yet ANOTHER halfling rogue or dwarven cleric or half-orc barbarian.

You and I think FAR too much alike.

I've considered making all PCs do the +2 to one, +2 to another, -2 to something else, or just a flat +2 (essentially, the second +2 and the -2 to go the same stat). PCs are supposed to be exceptional specimens (IMHO), and breaking the mold could well be part of that exceptionalism.

I have been noticing that rather often lately. Though on many things, we are far apart in our thinkings.

I have already removed all the -2s from the planetouched races (basically, they are all like the Aasimar in that regard). Been thinking of doing the same with all the other races. Or, just giving everyone 2 floating +2s (except humans, as they no longer exist in my setting. Reasons are lore reasons) that they can put where-ever the hell they want. It would probably cut down on a huge amount of choosing certain races for certain classes, though that doesn't really change the fact that some racial abilities are geared more towards certain classes (looking at you, Elven Magic).


Adjule wrote:
Can'tFindthePath wrote:
christos gurd wrote:

To expand on the races thing,

One is that ive seen previously very non-optimal builds used, like an earth sorcerer dwarf. The overall power increase of characters ranged from marginal to nonexistent.
Changes ive made to races,
Orcs, are now +2 str and wis
Half-orcs/elves, get to choose of their parents ability score modifiers plus one other.
Humans, get skill focus as an additional bonus feat.
Aasimars, are unchanged

I like this, but I have a suggestion for those considering adopting it. Ability score maximums. Basically, just subtract the negative racial mods from 18, and institute it as a racial maximum. I don't want to think about Halflings with 18 Str. In fact, I would make Halflings max Str 14.

This would eliminate what you've seen regarding previously non-optimal builds seeing a surge. But I like some of those limitations. For example, as a long time gamer from the Olde Tymes, I still don't completely like Dwarven arcane casters. However, I would rather discourage it than ban it; and this would be a perfect place to have a trait that would allow an 18 in one of those limited stats.

That sounds like 2nd edition. Along with racial class restrictions, racial class maximum levels, and females having different scores than males, the racial ability score maximums were a horrible design that I never saw anyone use. It was a good thing they were dropped when 3rd edition came around.

I have no problem with dwarven magic users or halfling barbarians with 18 strength. It would be preferable than seeing yet ANOTHER halfling rogue or dwarven cleric or half-orc barbarian.

Well, Pathfinder has racial ability score maximums, but they come by way of a penalty. Same end result. What maximums alone do is let you fit your rolls or points into the right slots, so you don't have to put 17 in a score to get 15.

You choose your race based on it's characteristics, strengths, and weaknesses. In some cases the race is penalized because of physical parameters like size. If you choose Halfling, I don't see why you should expect to have 4 more points of strength than any other small creature. Even a 14 is ridiculous, but it's livable.

Everything else you mentioned from 2ed. was bad, unfair and unfun. Totally agree.


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You mean than any other small creature except other adventurers? Because being freaks of nature as compared to the rest of their species is kind of what adventurers do.

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