Pathfinder Grognard Roll Call! What Sub-systems & Houserules will you use?


Homebrew and House Rules


There seems to be some news about a new edition or another coming out from Paizo. Since many of you feel the same as I, that Pathfinder is an excellent system that allows us the flexibility and freedom to create any sort of game you like, let's start comparing notes on our plans to make the closed system of Pathfinder our own.

For example, I've always used critical hits and misses with confirmation rolls. It's a holdover from earlier editions that I've always enjoyed. I found an updated PDF from an old critical hit table in Dragon Magazine called Epic Hits and Critical Misses that I use whenever a crit is confirmed.

I've expanded my Mythic Adventures campaigns with the Mythic Heroes Handbook and the Mythic Spell Compendium. There were plans for another compilation, but I wouldn't be surprised if the second edition plans put a stake in its heart. In that case, you have to pick up the individual books for Mythic Horror Spells, Mythic Intrigue Spells and Mythic Occult.

Speaking of occult, the only mythic support that I've found for it is the Transcendentalist Path from the Four Horsemen.

Legendary Games produced a series of books expanding kingdom building and mass combat entitled Ultimate War, Ultimate Battle, Ultimate Rulership and so on and so forth. These are recommended for those wishing to expand their kingdom building or mass combat options.

These are just a few of the supplements and sub-systems that I like to use to enrich my campaigns. I'd like to use this thread as a resource for anyone wishing to expand their own game or to help others do the same.

Feel free to add your favorite house rules, sub-systems or supplement that you think others would benefit from using.


I may have a handful of rules I'd use ;)

If I were to run a standard Pathfinder game (currently not running any game and only playing in a Pathfinder game), I'd allow core races only. Less than a handful of ARG races. Any of the CRB classes, alchemist, oracle, brawler and warpriest.

I'd use traits (limited to Ultimate Campaign traits), archetypes (limited to a specific list), magic item availability as per CRB and feats and spells from selected hardcovers. I'd definitely allow the downtime rules from Ultimate Campaign as well (although most games we run don't leave much room for a lot of it).

That's about it. I like a more CRB-esque game with minimal and specific additions.


Interesting take. You're going the opposite direction from my own campaign, where I am trying to utilize every resource. I've played in a few Core only games and they are fun from time to time.

Thanks for posting the link to your rules thread.


Wildshape FAQ.

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