Obsidian |
Howdy all, so I am thinking of compiling a large list of house rules that people use and making up a guide for DMs to consult when putting together their non-PFS games.
I am hoping for a big list, but unless it is self-explanitory, please write why you feel that it is important and how it effects the balance.
I'll start it off:
-Power attack, combat expertise, deadly aim, and weapon finesse are no longer feats. PA, CE, and DA are options that anyone can elect to use on a given round.
-Combat manuvers do not require CE or PA and the "13 int" requirement on many manuvers has been changed to requiring "13 dex".
-Weapon finesse is an option which is selected at 1st level when creating your character. I have added a feat which requires Bab 1: [improved finesse- When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls.]
***I find that these changes significantly reduce the tax on martial characters and increase the effectiveness of common dextrious fantasy tropes.
Obsidian |
Doesn't the dex to damage feat make str based characters straight-worse than dex? (Dex adds to ac and reflex)
No there is still a lot to gain from a strength build. For one 1.5x DMG, heavier armor, damage to bows, better CMB (without spending another feat). People that want their character strong will keep him strong. Those desiring the dexterious character though can do so without being a drag on the party. I've played in 6 games with that rule, all going to about lvl 12ish and thus far it has not been a problem. We still had a barbarian crushing people to death with his earth breaker and the classic dwarf fighter still rocked his adamantine full plate just fine.
Mechanically yes, Dex is amazing. But the list of weapons you can use is limit and there are those people to do play this game to play a concept rather than a mechanical device of min/maxed death.
Obsidian |
When leveling up, PCs who roll lower than half the HP they could get that level can take half. So the lowest you can get on a D12 is 6. My groups tend to be 3 man parties, so this helps with survivability.
I also commonly play with a similar rule. PCs who roll lower than half HP roll again. One of my DMs also rolls in secret and will give you the option of keeping your own Roll or taking his mystery roll, which is not subjected to the less than half rule. And he taunts you nearly to death.
Majuba |
Magic Rating (Unearthed Arcana/SRD): Add caster levels from multiple classes together to determine your caster level for effects of spells, penetrating SR, etc. All classes have some progression, at a minimum of +1 per 4 levels. Adjust from SRD for Ranger/Paladin - add their caster level, not 1/2 (legacy from 3.5). Only add together caster level from class levels (so do not double-count mystic theurge).
Suggested rating system:
Ease to Implement (1 to 5): 2 (most characters not affected)
Overall Flavor Change (1-5): 1
Overall Power Change (-5 to +5): +2 (significant for those affected, minor overall)
This allows dual-casters to keep reasonable pace without resorting to hijinks, and other multiclass characters to have some ongoing progression.
Ira kroll |
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I wouldn't include feats automatically. Choosing feats is a way to distinguish characters from each other.
That said, my one house rule is this:
Lethal damage does not resolve until the player's turn.
What this means is that when a PC takes damage, and that damage may put them unconscious (HP -1 or less) or dead (HP < CON), they do not go unconscious or die until the beginning of their turn.
This allows other PCs to change what they are doing and to save the life of the PC in question.
For example:
Aaron has initiative 12, Barry has 8, the monster has 6, and Charlie has 2.
On the monster's initiative, it does so much damage to Barry, that Barry's player is about to rip up the character sheet. On Charlie's initiative, Charlie has multiple options.
- let Barry die and continue the fight;
- let Barry die and run away,
- save Barry's life.
Charlie channels (selectively, of course), and Barry no longer has his HP < CON. Barry is still negative (let's say at -3), and is about to fall over unconscious. On Aaron's initiative, Aaron grabs a Cure Light Wounds potion out of his handy haversack (thank Heward!) as a swift action and forces its contents into Barry. Barry now has positive HP, and will continue to fight the monster, since, not only did he not die, but he didn't even fall down unconscious.
Here is what didn't happen:
On Charlie's initiative, he makes a heal check, and Barry is d e a d dead! Charlie's player has no options other than continuing to fight or to run.
This house rule gives players a chance to keep other PCs alive and involved, and gives them more options.
Da'ath |
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Here are a few of the more memorable ones I use. The latter two are at the player's option - though I've had NPCs make use of them as well.
This one made rolling dice much quicker: If you don't hit the table (i.e. it rolls off), you don't hit the target/DC/whatever.
The following rules gave a reason for the Regenerate spell and prosthesis rules to exist and have made for some extremely memorable scenes:
Maiming Strike: When you deal damage that would be sufficient enough to kill your target, you may instead deal half damage to your target and and apply the effects of a Debilitating Blow (see Called Shot rules) to a randomly determined location. Roll 1d10: 1 (Head), 2 (Ear), 3 (Eye), 4 (Neck), 5 (Chest), 6 (Heart), 7 (Vitals), 8 (Arm), 9 (Hand), 10 (Leg). In the case of multiple appendages of a particular type, the player may select the left or right (for example, left or right hand). This rule provides a chance for a character to spare an opponent of an otherwise lethal blow, but a character may still die from the reduced damage or the effects of the Debilitating Blow.
Defensive Wound: When you would normally be killed by an attack, you may choose to suffer a Defensive Wound. If you choose this option, you take half damage and suffer the effects of a Debilitating Blow (see Called Shot rules) to a randomly determined location. Roll 1d10: 1 (Head), 2 (Ear), 3 (Eye), 4 (Neck), 5 (Chest), 6 (Heart), 7 (Vitals), 8 (Arm), 9 (Hand), 10 (Leg). In the case of multiple appendages of a particular type, the player may select the left or right (for example, left or right hand). This rule provides a chance at surviving a lethal blow, but a character may still die from the reduced damage or the effects of the Debilitating Blow.
Makeitstop |
The double hackbut fix: Double hackbuts must be set up as a full round action after any movement (even a five foot step) and their capacity is 1, not 2.
This rule is essential because the entry on double hackbuts never says when the full round action is needed, and a lot of players will argue it only ever needs to be set up once. Essentially the one drawback on the single most powerful weapon a charater can wield is that you won't be ready to use it for a full six seconds after you buy it.
In addition, the capacity is almost certainly an error. The double in the name is for double length (it even describe it as such in the entry) not double barreled. And it has the misfire chance of a single capacity musket, not a double musket.
Without both these fixes, the gun is obscenely overpowered, and is the single best argument for banning guns from your game. With it, it becomes a powerful weapon that must be used wisely, and which won't be the best choice for every situation.
JerkyGunner |
These are the rules I'm using in my game. I understand some of them may have been mentioned above so I won't really explain everything unless it looks like it needs it.
General
No experience points; players level at the GM’s discretion.
When leveling up, the character can choose to roll for HP or take the average.
Ignore encumbrance unless characters try to carry an exaggerated amount of gear.
Ammunition, spell components, food, and water are not tracked unless it is important to the adventure.
Feats
Every character gains Weapon Finesse as a bonus feat.
If they meet the prerequisites, every character gains Power Attack, Deadly Aim, and Combat Expertise as bonus feats.
Classes
Fighters gain 4 + Int skill ranks per level, up from 2 + Int.
The bonus from the fighter’s Bravery class ability also applies to Intimidate checks performed against the fighter.
If a class ability states that the character may use her bonus on a skill in place of her bonus in other skills (such as the Bard's Versatile Performance or the Vivisectionist Alchemist's Cruel Anatomist), she may immediately reassign the skill points previously assigned on the associated skills being substituted.
Skills
Every character starts with one extra skill point in a Craft, Profession, or Perform skill of their choice.
Perception is a class skill for all classes.
Aid Another is no longer it’s own roll. If you choose to aid someone else’s skill roll, simply say so and that player gets a +2 to their result.
Spells
New spell called cure minor wounds, a cleric (or any other class with cure light wounds as a 1st level spell) orison that heals 1hp per cast up to a maximum of the target’s Con modifier + level. - This might be the contentious one, I added this because I didn't want my group to feel they needed a designated healer to be effective. It's not really a boost to their in-combat abilities, more of a way to heal up efficiently to the point that they can retreat if they need to or just give themselves some time while out of combat.
kyrt-ryder |
I'm just curious here Gunner... do your players find the limit on cure minor wounds to be fairly arbitrary? How is that limit defined, 'between instances of damage', 'between encounters', 'per day' or something else?
Considering every 10 HP healed in this manner consumes a minute... I really can't see a good reason not to allow it unlimited, or take a cue from similar abilities in 3.5 and forbid it from increasing a target's HP above 1/2 their maximum.
JerkyGunner |
I'll be honest, my group are all very new to the game and this is my first game outside play-by-post so this has very little testing.
The reasoning for not having it be unlimited was that outside of combat they'd simply use this over and over again unless they felt there was a time factor, which I wanted to avoid. I do very much like the idea of limiting it to 1/2 max HP rather than the number I came up with; I think it's fair and will probably change it to that.
Thanks for the input!
EDIT: I'm also adding the following two rules:
- Monks have a hit die of d10 (up from d8) and full BAB.
- Rogues are considered to be flanking an enemy regardless of her position in relation to other allies in melee with the enemy, provided there is at least one other ally in melee with her target.
The aim of which is to try and boost these two classes to the point they're no longer a step beneath other classes.
Also changing the rule that gives fighters more skill points to say the following, so it applies to any non-Intelligence based class with 2 skill points:
Clerics, fighters, paladins, summoners and sorcerers gain 4 + Int skill ranks per level, up from 2 + Int.
Ascalaphus |
I've seen the 1/2hp in practice, and it seemed to work pretty well (at low levels). It does indeed lead to a lot of out of combat healing, but it's slow enough that it doesn't change balance in-combat. It does mean that the party doesn't run out of steam too soon, without making them feel entirely invulnerable.
Conspicuous |
Thus far, I use the following Houserules (similar to Jerky Gunner's):
General:
Unless running an AP, no experience. I level the players when story-appropriate (about the same time)
Ignore encumbrance unless characters try to carry an exaggerated amount of gear.
Ammunition, spell components, food, and water are not tracked unless it is important to the adventure. (magic/special material ammo accounted for)
(( Emphasis/addition mine ))
Hit Points:The players make the choice each level to either A) roll normally, or B) take half+1 (d6=4, d8=5, etc)
Feats:
Anyone that takes Point Blank Shot gets Precise Shot for free (feat tax is ridiculous)
New: Never more than two players in the party with Leadership
(( Contemplating giving Weapon Finesse for free ))
Saves:
Alternate attributes for saving throws (Str OR Con for Fortitude, Dex OR Int for Reflex, Wis OR Cha for Will)
Skills:
(( Contemplating giving each new PC a free rank at creation to a Craft, Knowledge, Profession, or Perform (making a living). ))
My wife gives a free feat at level one (an 'existence feat') as well as bonus ranks toward a knowledge or profession (to encourage their use).
Wildebob |
I read once and really like the idea of house ruling that all PCs start play with 1 rank in every class skill. An Intelligence bonus lets them choose +x additional skills and a penalty makes them have to choose -x class skills to NOT get a rank in. After 1st level, they gain ranks normally, according to their class and Intelligence.
I like this because it makes the classes more that-classish. Wizard's should know something about everything, especially magic. Fighters should be athletic (climb, swim, etc.). Rogues should be able to do darn near everything. These are their shticks. I always hate making a character that can't do something characteristic to the class at level one because there aren't enough ranks/points.