House Rules - What have you put together?


Homebrew and House Rules

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Daw wrote:

I have redone the hit point system, mostly shown in this thread.

I am currently modifying combat, rewriting how weapon abilities and proficiencies work and replacing iterative attacks with enhanced critical effects. I REALLY hate iterative attacks and the whole DPR mechanic.

I for one would be curious about what you are working on with this. Any chance there is a google doc or obsidian portal type of site where you are hosting any of this? Would love to take a look.


Sorry, just noticed the link in the earlier comment. Will have to take a look at what you've got so far.


I don't want to complicate things too much with extra rules so I keep it short and simple.
* 25pt buy.
* Full HD at lvl 1 then treat HD as average roll (round up).
* Background skills (+2 ranks/lvl on certain skills).
* 2 traits.
* Allowed to use any Paizo book but I follow loosely the PFS ban list since it's very reasonable.
* Exp is evenly spread in the group and I always divide exp by 4, regardless if I play with 3, 4 or 5 players. Reason for this is to have players at about the recommended level for path adventures (which are designed for 4 players).
* Most adventures path encounters are too easy for the characters so I tend to apply advanced template to every monster.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

My house rules are here. Most of them I don't view as "essential", as there are some complicated subsystems in there to smooth out issues I've seen or perceived.

The most important ones from that linked doc my table uses would be Background Skills (from Unchained), Sparkles (a revamped Hero Points system designed to be better at smoothing over bad luck with dice rolls with inspiration taken from World of Darkness xp system), the modified Automatic Bonus Progression system (based on Mark's ABP blog and how 5e handles magic item attunement, except a tad more complicated and keeps the party at 100% WBL instead of 50%), and the revamped Knowledge system (lets the PCs get fine grained details on a succeeded Knowledge roll instead of 1 fact per every 5 they beat the DC).

I've also revamped mundane crafting so it doesn't take years to craft expensive items, but my PCs have never really made much use of it, so I cannot comment as to how well it works. In addition to the linked document, I also make use of group xp so that all PCs have the same xp (even if some missed a session).

I really like some of the things I've seen here from other posters, and may steal some of them for my table as well :)


this are the once i use currently https://docs.google.com/document/d/1-HZ6oeuNe0mx2_ZihJFj-nZLr_Fd6dgy1lsv51X wmIQ/edit?usp=sharing


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Zautos' wrote:
this are the once i use currently https://docs.google.com/document/d/1-HZ6oeuNe0mx2_ZihJFj-nZLr_Fd6dgy1lsv51X wmIQ/edit?usp=sharing

Fixed link.

The rule in there "Spell slots for higher level spells can be used to cast lower level spells, this will not change the DC of the spell" is an actual rule, so there's no need to houserule that. Prepared casters can prepare lower-level spells in higher-level spell slots (this does not change the DC unless they prepare it as a Heightened spell). Spontaneous casters can use higher-level spell slots to cast lower-level spells known.

From PRD: "A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels."

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