House rules for a new campaign


Homebrew and House Rules


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I'm trying to convince some friends to switch from DD3.5 to Pathfinder, and I want to set up some houserules in order to avoid the worst of the broken classes (or feats or whatever). Can someone give me some examples of the rules you put in place for a new campaign?

I'm thinking of banning some classes like summoners (those eidelons are crazy broken, eh?) and inquisitors and maybe even alchemists (more uncertain about alchemists).

I'm also thinking about imposing some restrictions on firearms and the gunslinger class, to keep guns at a very early stage where only a few crazed inventors have firearms. Though how this would mesh with a Golarion-based campaign... kinda unsure on this one.

Comments? suggestions?

Dark Archive

It sounds like you do not need a house rule so much as maybe just limiting class options to the Core. That helps when GMing Pathfinder for the first time.

Gunslingers are supposed to be a rarity in Golarion , but it does make it difficult to play. You might be better just denying that one for the time being unless you are playing in the Mana Wastes or Numenaria.

I would suggest maybe just doing a one-shot to get use to the rules and see what you like and don't like. It sounds like you are familiar with 3.5 so a lot of this will seem familiar to you. Once you do that with you players maybe give those things you mentioned another look and see what seems out of place to you.

If you have hero-lab one thing that helps is to have a planed progression of a character. This helps catch combinations that might be a bit of a game breaker or address any misconceptions of how things work.

One thing I like to do is look at the Pathfinder Society list of things that they banned. Typically they are banned for a reason, whether you agree with it or not is up to you, but it is a resource.


I agree that one of the easiest approaches is to simply limit the first game to Core Book only--or maybe Core Book default, with anything further approved on a case-by-case basis. And Nimon is right that the PFS-banned list is worth a review.

As a bonus, that also makes things easier on any of your players with limited funds. Once everyone is comfortable with the system and how it works you can then talk about branching out into other resources.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Actually, I'm planning to start with Rise of the Runelords, as I got the new hardbound version and the big, big box of figs. Used to be very down on plastic figs, but these are not bad at all.

I'd kind of like to allow some limited use of firearms, but the gunslinger class doesn't really seem to support an inventor or tinkerer concept, and have 2 or 3 matchlock pistols in your belt doesn't seem much like a "gunslinger" anyway. Maybe start with the amateur gunslinger feat only.


Wheldrake wrote:

more uncertain about alchemists).

I'm also thinking about imposing some restrictions on firearms and the gunslinger class, to keep guns at a very early stage where only a few crazed inventors have firearms. Though how this would mesh with a Golarion-based campaign... kinda unsure on this one.

Comments? suggestions?

Doesn't matter; when you start running the game, it's your game. Feel free to change, limit, or add whatever you want to your Golarion.

RPG Superstar Season 9 Top 16

I never had problems with alchemists and inquisitors, myself.

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