What are YOUR houserules?


Homebrew and House Rules

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I actually had a halfling barbarian that started with 18 str. It was pretty fun.


My DM decided he liked the feat Well-Prepared so much all Halflings get it as a bonus feat.


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Elven Absinthe: Loosens your lips and your wallet. Makes anything a player says out of character into things they say in character.

Made for hilarious play when a player accidentally picked a fight with a fat drunken dwarf, then was broadcasting his attack strategy to said angry dwarf.


I have a problem with time stop. Every fictional source has a person apparently stuck in time able to pick up and move people. They can also fire weapons such as guns, that are instantaneous attacks. The bullet, ray beam, or fireball bead will slowly drift towards their target. The projectile will not arrive till the time stop or whatever ends.
Sure the spell says you cannot affect anybody else, but it hurts my suspension of disbelief.


I do not do a lot of houseruling, but for me, one that has come up so far is reach weapons and diagonal squares.

At this point, in my games, I just give the two-square diagonal for 10ft Reach weapons, regardless of attack, AoO, whatever.


Lamontius wrote:

I do not do a lot of houseruling, but for me, one that has come up so far is reach weapons and diagonal squares.

At this point, in my games, I just give the two-square diagonal for 10ft Reach weapons, regardless of attack, AoO, whatever.

Actually I think that's RAW, at least any official images I've seen showing reach always did that.


GM DarkLightHitomi wrote:
Lamontius wrote:

I do not do a lot of houseruling, but for me, one that has come up so far is reach weapons and diagonal squares.

At this point, in my games, I just give the two-square diagonal for 10ft Reach weapons, regardless of attack, AoO, whatever.

Actually I think that's RAW, at least any official images I've seen showing reach always did that.

It very well could be, but after trying to wade through all the various arguments, posts, threads and guesses, it's one of the few issues I just flat-out gave up on trying to find an official answer for, instead just going with the above.


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For my games:
- The party get free teamwork feats at the 4th level and every 4 levels thereafter. They all have to agree on the feat to take.
- Everything has a save.
- If you roll a natural 20 out of combat on a skill that you are more than likely going to succeed at (goblin rogue rolling stealth for instance) you can "bank" one 20 a night to cash in later. All banked 20's go away after 1 session.
- 1 re-roll per session.
- armor as damage reduction. We use our own variation, not the Paizo published one.


Werewolves can only be knocked out if you don't use silver weapons. Full stop.


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Vampires can create vampire minions that only have one hitpoint. But reducing them to zero just knocks them out if you don't use a wooden stake or spear to the heart, or fire, or cutting their heads off.

Same thing with zombies, but only decapitation or called shots to the head kill them. Furthermore, most zombies fall under True Neutral, basically undead animals.


If you let insects and animals be true neutral, then so are zombies, skeletons, and golems. In my games they all have no alignment, except animals that exhibit sentience. Some cats are awakened, possibly spontaneously.


This is probably the most annoying one for RAW adherents...

If the rule gets in the way of fun the rule will lose.

Sovereign Court

voska66 wrote:

My house rules are:

1) Rogues get +1 to hit on sneak attacks only at every even sneak attack die.
2) Fighters get their choice of second good save
3) Fighters get 4 skill points
4) Monks are Full BAB
5) Vital Strike can be used on any attack action, if you are attacking you can use it on the first attack only. So you can use it with a full attack, spring attack, charge, cleave or what ever.

I also like that Dal Selpher's cure spell house rule, going to use that one.

I want to play a ZA Monk in your campaign :P I'll take that full BAB and Vital Strike in the middle of my flurry thank you!


taldanrebel2187 wrote:
voska66 wrote:

My house rules are:

1) Rogues get +1 to hit on sneak attacks only at every even sneak attack die.
2) Fighters get their choice of second good save
3) Fighters get 4 skill points
4) Monks are Full BAB
5) Vital Strike can be used on any attack action, if you are attacking you can use it on the first attack only. So you can use it with a full attack, spring attack, charge, cleave or what ever.

I also like that Dal Selpher's cure spell house rule, going to use that one.

I want to play a ZA Monk in your campaign :P I'll take that full BAB and Vital Strike in the middle of my flurry thank you!

well..those changes dont benefit flurry at all, mobile archery is a different story however.


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Well, this thread was awesome and I adopted several of these rules into my own. Thanks and credit to those I shamelessly took homerules from to put into my own. Weeee, these will be some nice additions.

My own rules I have consolidated into a google docs: https://docs.google.com/document/d/133PihAInMoHkzqNFLmSBK1vlg4spwA6C6MUx1Q4 xcdU/edit Not all of which are complete, but mostly.


Myrryr wrote:

Well, this thread was awesome and I adopted several of these rules into my own. Thanks and credit to those I shamelessly took homerules from to put into my own. Weeee, these will be some nice additions.

My own rules I have consolidated into a google docs: link Not all of which are complete, but mostly.

linked that


christos gurd wrote:
Myrryr wrote:

Well, this thread was awesome and I adopted several of these rules into my own. Thanks and credit to those I shamelessly took homerules from to put into my own. Weeee, these will be some nice additions.

My own rules I have consolidated into a google docs: link Not all of which are complete, but mostly.

linked that

Ah, thank you. New to the forum and used to other forums auto-hyperlinking things.


Myrryr wrote:
christos gurd wrote:
Myrryr wrote:

Well, this thread was awesome and I adopted several of these rules into my own. Thanks and credit to those I shamelessly took homerules from to put into my own. Weeee, these will be some nice additions.

My own rules I have consolidated into a google docs: link Not all of which are complete, but mostly.

linked that
Ah, thank you. New to the forum and used to other forums auto-hyperlinking things.

I see you adopted the feat chains House rules... You may want to examine the chains carefully before approving them as a scaling feat.


Oh all of them are caveat'd with a 'I reserve the right to change these if necessary' because I do have some munchkins in my groups. One in particular I have to place player centric nerfs on.


Myrryr wrote:
Oh all of them are caveat'd with a 'I reserve the right to change these if necessary' because I do have some munchkins in my groups. One in particular I have to place player centric nerfs on.

Oh the rule has its place... it helps reduce the "feat tax" most Fighters suffer if handled properly.


How about, if a feat is bonus to a class, the previous feat in the chain is unnecessary. Any feat that is specific to a class in any way, is a bonus feat.


So if a feat allows an alchemist to turn any formula into a stable potion, they don't need craft potions as a prerequisite.


Goth Guru wrote:
How about, if a feat is bonus to a class, the previous feat in the chain is unnecessary. Any feat that is specific to a class in any way, is a bonus feat.

Oh I just modified the chains slightly...

For example what is a scaling feat for the fighter may be a chain for everyone else.
This helps somewhat with the perceived fighter/wizard paradigm.


Wow some of these house rules are awesome!! I've implemented some into my games and they worked out great.

Some of those ones I use:
Stacking Critical multiplier: Each successful 20 on the confirmation role adds 1X to damage. Same with fumbles.

No tracking of food/spell components: Unless RP and campaign situations call for them, I ignor them.

No Weight tracking: Keeping track of the weight of item carried in a backpack was tedious and irritating. I went with a typical video game RPG style. All PCs start out with a 10-slot backpack and can buy larger ones, if available. Larger items, like polearms, take 2 slots.

I was also thinking of some RP house rules based on class but it's still in the works. So far I've got:

Bards: Players should either sing, or play the song via ipod, for their spells. The song chosen must be similiar to the spell either by song title, theme, or chorus. (Stole this one from here http://www.reddit.com/r/DnD/comments/14fi7o/stealing_immortality_part_one/)

Paladins: Should speak in the style of that found in the King James version of the bible.

This are just some ideas I am tossing around to to bring a different level of RP into the game. Of course bonus EXP, and maybe loot, will be given to the players for doing these. Any other suggestions would be awesome!


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I foresee both of those getting old REAL fast.

Could be fun for a one shot but any ongoing campaign, most likely, the Bard is going to run out of songs you (and they) want to hear, and the Paladin will be ready to shove the KJV up thine arse.


Rynjin wrote:

I foresee both of those getting old REAL fast.

Could be fun for a one shot but any ongoing campaign, most likely, the Bard is going to run out of songs you (and they) want to hear, and the Paladin will be ready to shove the KJV up thine arse.

True, but it would be great for a one shot!


yax51 wrote:

Bards: Players should either sing, or play the song via ipod, for their spells. The song chosen must be similiar to the spell either by song title, theme, or chorus. (Stole this one from here http://www.reddit.com/r/DnD/comments/14fi7o/stealing_immortality_part_one/)

And if the bard isn't a singer? N.B. that bards do not need a perform skill to perform their basic functions.


yax51 wrote:

Wow some of these house rules are awesome!! I've implemented some into my games and they worked out great.

Some of those ones I use:
Stacking Critical multiplier: Each successful 20 on the confirmation role adds 1X to damage. Same with fumbles.

No tracking of food/spell components: Unless RP and campaign situations call for them, I ignor them.

No Weight tracking: Keeping track of the weight of item carried in a backpack was tedious and irritating. I went with a typical video game RPG style. All PCs start out with a 10-slot backpack and can buy larger ones, if available. Larger items, like polearms, take 2 slots.

I was also thinking of some RP house rules based on class but it's still in the works. So far I've got:

Bards: Players should either sing, or play the song via ipod, for their spells. The song chosen must be similiar to the spell either by song title, theme, or chorus. (Stole this one from here http://www.reddit.com/r/DnD/comments/14fi7o/stealing_immortality_part_one/)

Paladins: Should speak in the style of that found in the King James version of the bible.

This are just some ideas I am tossing around to to bring a different level of RP into the game. Of course bonus EXP, and maybe loot, will be given to the players for doing these. Any other suggestions would be awesome!

Bonus XP for RP is always a GOOD thing.

It encourages a less Hack & Slash mentality.
I use the following RP EXP table which helps immensely.

25 to 100 points for a Clever, but futile idea
100 to 200 points for a Clever, useful idea
50 to 200 points for deductive reasoning or insight
50 to 200 points for good judgment
50 to 500 playing in character bonus
200 points for Avoiding Unnecessary Violence


I use fractional bab, but not saves


Since I don't track XP, I adopt the Deadlands thing and give out poker chips for good RP. Cash 'em in for a reroll on any d20 roll, take the better result.


I also ignore the Item Slot rules. (they are just arbitrary restrictions for "balance" sake).
Rings are limited to one per finger however.


When I can get by with it, I use the "players roll all the dice" rule.

So players roll their attacks and defenses, and for spells or abilities the players make a roll vs the NPCs static saves. NPCs have those all static except in rare cases.

FYI, any stat that has a base of 10 (such as AC and CMD) are just averaged rolls to reduce the number of dice rolling.


I'm just curious: Are these supposed to be house rules for Pathfinder specifically, or those employed in any derivative of D&D?


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I don't like the "xp for good roleplaying" sort of stuff. People should just play their characters; they shouldn't be rewarded for doing what they're supposed to be doing anyway. Further, it's too subjective what constitutes "good roleplaying". At best, you'll create a level disparity and at worst you'll alienate some of your players who will perceive you as playing favorites (these people are likely to put in even less effort roleplaying if they feel you're grading them on their performance; thus, the xp cookies will have an inverse effect of discouraging RP in some people, which is the exact opposite intention of the house rule). Worst yet, you could find yourself with an entire table full of people yammering for attention and trying to one-up each other. Pass.


Detect Magic wrote:
I don't like the "xp for good roleplaying" sort of stuff. People should just play their characters; they shouldn't be rewarded for doing what they're supposed to be doing anyway. Further, it's too subjective what constitutes "good roleplaying". At best, you'll create a level disparity and at worst you'll alienate some of your players who will perceive you as playing favorites (these people are likely to put in even less effort roleplaying if they feel you're grading them on their performance; thus, the xp cookies will have an inverse effect of discouraging RP in some people, which is the exact opposite intention of the house rule). Worst yet, you could find yourself with an entire table full of people yammering for attention and trying to one-up each other. Pass.

depends on what you qualify as "good RP"

The list I provided is designed to discourage the Homicidal Hobo mentality, and encourage thinking beyond "hit it with a sharp pointy metal stick."

The Level disparity thing: why is everyone being on the same level so important? a one to three level difference in party make up fundamentally makes no difference in the out come of encounters.

Grand Lodge

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Damian Magecraft wrote:
a one to three level difference in party make up fundamentally makes no difference in the out come of encounters.

My experience with mixed levels in PFS does not support this statement. Having a couple level 6 characters in a level 8-9 party makes things much more difficult.


TriOmegaZero wrote:
Damian Magecraft wrote:
a one to three level difference in party make up fundamentally makes no difference in the out come of encounters.
My experience with mixed levels in PFS does not support this statement. Having a couple level 6 characters in a level 8-9 party makes things much more difficult.

Really? Hmm... personal experience shows the opposite. Difference in styles perhaps?


Damian Magecraft wrote:


The list I provided is designed to discourage the Homicidal Hobo mentality, and encourage thinking beyond "hit it with a sharp pointy metal stick."

What if someone's concept is a brutish short-tempered character who hits first and asks questions never?

Grand Lodge

Damian Magecraft wrote:
Difference in styles perhaps?

I do agree that PFS is a different beast from home games and that may make some of the difference.


Zhayne wrote:
What if someone's concept is a brutish short-tempered character who hits first and asks questions never?

I'd discourage those sort of character concepts on the grounds that they're not very fun to GM for; they're potentially disruptive, too, if you have a party that's not similarly-minded. Either the whole party are brutes, or none are--unless said brute is willing to refrain from wholesale slaughter.

Shadow Lodge

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Zhayne wrote:
What if someone's concept is a brutish short-tempered character who hits first and asks questions never?

I find those type of characters enjoy lives as brutish and short as their tempers.


Damian Magecraft wrote:
depends on what you qualify as "good RP"

Precisely my point; it's too subjective.

Damian Magecraft wrote:
The list I provided is designed to discourage the Homicidal Hobo mentality, and encourage thinking beyond "hit it with a sharp pointy metal stick."

I don't encounter this problem too often, so I can't really relate. If it helps discourage disruptive behavior, then it's serving a purpose, I suppose. Still, there's probably other ways of tackling that issue without resorting to what I consider a problematic houserule. YMMV.

Damian Magecraft wrote:
The Level disparity thing: why is everyone being on the same level so important? a one to three level difference in party make up fundamentally makes no difference in the out come of encounters.

If there's no difference why provide extra experience in the first place?


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Detect Magic wrote:
Zhayne wrote:
What if someone's concept is a brutish short-tempered character who hits first and asks questions never?
I'd discourage those sort of character concepts on the grounds that they're not very fun to GM for; they're potentially disruptive, too, if you have a party that's not similarly-minded. Either the whole party are brutes, or none are--unless said brute is willing to refrain from wholesale slaughter.

There's a very thick line between a brute and a psychopath, but I do take your general gist. It is very possible to have a brute character operate in a team (see: The Hulk in the Avengers movie). You just prefer the direct approach.


We ditched XPs, and just ding people at the end of the scenario.


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Heal Skill (treat deadly wounds): By expending two uses from a healing kit and succeeding at a DC 20 Heal check, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature, plus an additional amount of healing equal to your Wisdom modifier (if positive)*. For every 5 by which you exceed this DC, your patient heals an additional hit point per level. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.

* You may use your Intelligence modifier instead of your Wisdom modifier when determining how many hit points your patient regains if you possess the "Precise Treatment" trait.

Table: Treat Deadly Wounds
DC . . . . . . . . . . . . . . . . . . . . . . . . . Amount Healed
20 . . . . . . . . . . . . . . . . . . . . . . . . . 1 hit point per level of the creature, plus your Wisdom modifier (if positive)
25 . . . . . . . . . . . . . . . . . . . . . . . . . 2 hit points per level of the creature, plus your Wisdom modifier (if positive)
30 . . . . . . . . . . . . . . . . . . . . . . . . . 3 hit points per level of the creature, plus your Wisdom modifier (if positive)
35 . . . . . . . . . . . . . . . . . . . . . . . . . 4 hit points per level of the creature, plus your Wisdom modifier (if positive)
40 . . . . . . . . . . . . . . . . . . . . . . . . . 5 hit points per level of the creature, plus your Wisdom modifier (if positive)
etc.


Detect Magic wrote:
Damian Magecraft wrote:
depends on what you qualify as "good RP"

Precisely my point; it's too subjective.

Damian Magecraft wrote:
The list I provided is designed to discourage the Homicidal Hobo mentality, and encourage thinking beyond "hit it with a sharp pointy metal stick."

I don't encounter this problem too often, so I can't really relate. If it helps discourage disruptive behavior, then it's serving a purpose, I suppose. Still, there's probably other ways of tackling that issue without resorting to what I consider a problematic houserule. YMMV.

Damian Magecraft wrote:
The Level disparity thing: why is everyone being on the same level so important? a one to three level difference in party make up fundamentally makes no difference in the out come of encounters.
If there's no difference why provide extra experience in the first place?

two points on that.

one: just because it has no difference at the encounter level does not mean it does not have a difference in the players perception of his character.
Two: providing a means of gaining exp beyond combat encourages resolutions other than combat.


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Probably easier to just say "Wisdom bonus" instead of "Wisdom modifier (if positive)".


Damian Magecraft wrote:


Two: providing a means of gaining exp beyond combat encourages resolutions other than combat.

So does not awarding XP at all.

Grand Lodge

Speaking on low level players on party. I award more xp to characters who have a lower level than the APL (25% more per level behind).


Damian Magecraft wrote:
just because it has no difference at the encounter level does not mean it does not have a difference in the players perception of his character.

And when one player's character is of a higher level than the other players' characters in the party, those players are going to have a negative perception of their own characters; they'll feel as though Player X's character is receiving all the glory, which will naturally lead to resentment/tension.

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