Flavor House Rules


Homebrew and House Rules


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

im curious what everyone's flavor rules might be. To clarify im refering to rules or fixes you put in place not to balance or fix anything but rather because it "feels right" that way or just makes sense in context that way.

some of mine:
- Spears are 2 handed simple weapons AND one handed martial weapons
- unarmed weapons Scale with monk damage, however they are not "monk" weapons and cant be flurried.
- I add in "chain whips" which work as normal whips without the armor nullification.
- I split Jump out of acrobatics, making it a STR based skill, they share skill ranks, they just do not share primary stats.

how about some of yours?


On an attack roll of 1 (Critical fumble), I have the players roll a dc 15 reflex save or drop their weapon. It also screws up any more attacks. I figure a static save is good because at low levels they're more apt to drop their weapons than at higher levels.


We allow any sort of "fluff" added to special abilities, spells, or even the way your character may use a skill.
(i.e. When my Inquisitor of Iomedae uses Judgment, a gold and silver Longsword floats above my enemy's head, and it switches position/direction based on which Judgment I have active).

We threw out critical fumbles. We felt an auto-failed attack was punishment enough. It felt right.

We give ourselves three "strikes" or three "opportunities" to change alignments. (I.e. If my neutral good fighter keeps behaving evil, he'll get three strikes. If I decide to move to a lawful alignment, I must do so with three occasions proving that I have changed.

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