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Fun Guy from Yuggoth

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Umass Amherst Baby!

05/04/2005 1:09 PM  
recovered topic 3242

Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

Fun Guy from Yuggoth

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05/04/2005 1:09 PM  
All classes get +2 skill points at start, and +2 per level. With the exception of Rogues who instead get a D8 for their hit dice. Wizards and Sorcerers get a D6 instead of a D4 for their hit dice.

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05/04/2005 2:05 PM  
Here are two of mine;

Sneak Attack: A rogue only sneak attack damage while flanking only IF the rogue succeeds on a Move Silently and Hide check. The opponent gets -4 to spot and listen checks for being distracted by combat. Rogues get sneak attack automatically if the opponent is denied a dex bonus to AC.

Attacking turned undead: If a turned undead is attacked by someone other than the turning cleric, the undead does not get its dexterity bonus for that first attack (penalties for cowering still apply). Afterward, however, the undead may attack whoever attacked it normally. If the cleic attacks the undead in any way, or approaches with 10 feet, the turn is broken.

I'll post more if I recall them.

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05/04/2005 3:09 PM  
I never liked that only piercing and slashing weapons have a property that allows an increased threat range. In my game bludgeoning weapons have one too, impacting. So instead of a keened mace, it would be an impacting mace.


You know, I keep thinking that after the new design team gets done with D&D 4e, D&D won't stand for Dungeons and Dragons anymore, because well, that's just not fun. It's old and stuffy. - Originally Posted by BabWryter on Kenzerco.com

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05/04/2005 3:38 PM  
Hmmmm... but it's a tad difficult to be precise with bludgeoning weapons.

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05/04/2005 4:36 PM  
This is a very impractical house rule for those concerned with laws of physics--let the party have a mystical "treasure list" where nobody is, in fact, actually carrying what is on the party loot list, and there is no limit to encumbrance. Note that items already belonging to a member of the party couldn't be put back on the list unless they are making some kind of upgrade.

For example, my 3rd level fighter wants the longsword +1 on the party list. He volunteers to trade in his regular longsword because he won't need it as much and so he can deduct the value of the longsword from the value of the longsword+1 in determining the value of his share of the treasure.

Another house rule we sometimes use--forget about rations. It's just a hassle and bogs down the game time.

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05/04/2005 4:45 PM  
quote:
Originally posted by Corim Danex

Another house rule we sometimes use--forget about rations. It's just a hassle and bogs down the game time.

a thread on the wizards board about the Eberron setting; a guy was talking about how the "Travelers Cloak" from Forgoten Realms shound not be allowed bacause of the importance of the use of the surival skill and carring (weight and volume) of trail rations.

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05/04/2005 5:08 PM  
One house rule that seems all too common and all too annoying is no evil PCs.

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West Valley City, Utah

05/04/2005 5:13 PM  
quote:
Originally posted by Satsujin Kingyo

One house rule that seems all too common and all too annoying is no evil PCs.



I love that one. I don't even like neutral pc's very much. [)]

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05/04/2005 5:13 PM  
quote:
Originally posted by Satsujin Kingyo

One house rule that seems all too common and all too annoying is no evil PCs.



IIRC, that's in the PHB.

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05/04/2005 5:15 PM  
It discourages it, but does not say NO EVIL PCs!

Drumsticks can also be chicken. -Tardy Turtle
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05/04/2005 8:07 PM  
You can find my house rules here:

http://www.geocities.com/merricb/dndhouse.htm

Enjoy!

Merric Blackman

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05/04/2005 8:17 PM  

The only house rule I had, Because the DM said so..[:p]


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05/04/2005 10:39 PM  
quote:
Originally posted by MerricB

You can find my house rules here:

http://www.geocities.com/merricb/dndhouse.htm

Enjoy!



I like your spells not in the PHB rule.

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05/04/2005 10:46 PM  
I'm slowly building a list of organisations that you can join which grant access to some of the non-PHB spells. I'll post them in the near future.

Oh, I've just started using the variant Turn Undead rule from Complete Divine: Turning deals 1d6 per cleric level damage to all undead within 60 ft, Will save for half.

Cheers!

Merric Blackman

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05/04/2005 10:51 PM  
That's an interesting one. Now if I could just get a player to be a cleric...

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05/04/2005 11:13 PM  
I use one that I think makes sense.

Greater flanking: Once a creature is flanked (in the normal way described the rules) anyone else who joins the melee against that creature also gains the +2 to hit (but can't necessarily use sneak attack).

Our reasoning is once the guy is flanked he's distracted. Any attacks made against him should receive the same chances to hit.

Works for us anyway.

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05/04/2005 11:36 PM  
I have critical fumbles, with tables for the different categories of weapons.

Loads of spells have changed school, the big one being that the [Healing] subschool is part of Necromancy, not Conjuration.

I have specialties in knowledges, so you have Knowledge-History: Republic of Hydebarad or Knowledge-Local: Northern Reaches. That sort of thing.

Weapon Group Proficiencies from UA are used.

There is another kind of magic, Telluric, which Druids and Rangers use. Druids don't lose their powers for wearing metal armour (or for me, armour that was never alive), but they and rangers cop spell failure equal to the armour's ASF +20. They can get Truemetal armour though, which is pulled out of BIG Earth Elementals, and has no Telluric Spell Failure.

Most abberation SLAs are Psi-Likes. Psionics comes from outside reality, beyond The Veil. Abberations never risk breaching The Veil unless they're Wilders, see below.

Psionics works differently, in that only humans can be Psionically active, and there's a % risk of mishap equal to a power's level +any wild surge when you manifest. If it comes up, then The Veil breaks and something happens, usually BAD (% roll). If you roll 2 100s on the mishap table in a row, you summon Cthulhu (or close to)! You can expend your Focus to avoid risking a breach. Oh, and you can NEVER supress displays. There's more involved, but its all part of the world's background.

Clerics can be any alignment, since Gods don't have alignments (the Entities do though, but again, part of background). You can cast [evil] spells if you're good, but you still can't summon opposed creatures, since they don't obey you.

Sorcerors get Eschew Materials for free, and never use costed components either. Instead they burn 1 XP for every 25 GP of the cost. Foci are imbued in a similar manner.

Magic Weapons and Armour all have names! When you make one or find one that you don't know the name of, you have to name it before it will work properly! Intelligent items are a bit more common.

Arcane Magic is always flashy, other than enchantments and illusions. Magic in my world is a wild, barely controlled or understood force, and taming it is damn near impossible.

All PrCs are subject to DM approval, most are tied to organisations (I'm really proud of what I did with Geometer!).

Dragons can be any alignment at all, colour is irrelevant, except to determine what its gonna spit at you.

All undead have the Unholy Toughness trait (bonus HP equal to CHA x HD, if CHA is positive). I'm tempted to give them all frightful presence too, I love horror (bring on Heroes of Horror!) and undead should be SCARY. Show me something other than abberations that deserves the distinction of "that which should not be" more than undead do!

If you cast spells, you will fear obsidian. Just one of numerous magical materials I have.

I personally can't wait for Monte Cook's Iron Lore to come out. Skills-based magic system, here I come! Mmmm...miscasts...

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05/05/2005 6:34 AM  
I have 28 pages of house rules for my Eberron campaign. My players can ignore most of them during play because the bulk of my house rules are either minor tweaks to classes and cleric domains, notes on which feats and prestige classes from the various D&D rulebooks are banned and which variant rules from Unearthed Arcana are used.

Finally I have this huge revised list of Divine spells.

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05/05/2005 7:17 AM  
quote:
Originally posted by Testament

I have critical fumbles, with tables for the different categories of weapons.

These wouldn't ahppen to be the ones once published in Dragon would they?

I remember many a time in the young days of my gaming seeing a character lose an eye to that table.

I don't mind telling you that that was the end of the fun and games.

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05/05/2005 7:19 AM  
Move Silently and Hide are combined into Sneak
Use Rope is eliminated as a skill (since 99.99% of Use Rope uses can be handled by other skills)
Open Lock is removed and combined with Disable Device
All classes get +2 to their skill points
Although we play under 3.5 rules Paladins cannot summon their mounts at will and the various ability booster spells (Cat's Grace etc) last 1 hour/level and add 1d4+1 points.
Profession is a class skill for fighters

That's about all I can think of for now.

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05/05/2005 7:36 AM  
To that Sid I say "Que?" or "Spork?"

What issue, or more importantly, what year? I started playing D&D in 2000 with 3rd Ed, and only started buying the mags this year, and irregularly anyway. Yes, AFAIK I'm one of the youngest regular posters here at age 22, although I know that Satsujin Kingyo is younger.

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05/05/2005 9:11 AM  
quote:
Originally posted by Satsujin Kingyo
Hmmmm... but it's a tad difficult to be precise with bludgeoning weapons


To me the keen property doesn't have anything to due with precicision or accuracy. I would have things that affect precision increase the 'to hit' chance in some way. I see the keen weapons as being magically sharper and thus more likely to cut deeper, hence a expanded threat range. An impacting weapon just magically smashes thing harder, or at least has a greater chance to. It's important to remember that even with an expanded threat range you still need to hit the targets AC, regardless of what the threat range is. I don't think threat range has anything to do with a weapons ability to hit it's targets.


You know, I keep thinking that after the new design team gets done with D&D 4e, D&D won't stand for Dungeons and Dragons anymore, because well, that's just not fun. It's old and stuffy. - Originally Posted by BabWryter on Kenzerco.com
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05/06/2005 1:46 AM  
quote:
Originally posted by nyjastul69
It's important to remember that even with an expanded threat range you still need to hit the targets AC, regardless of what the threat range is.



This is the rule, then? I heard of people using keen scimitars and hitting anything at least 30% of the time. I thought this was stupid. If the rule says a crit threat below a 20 only counts as a hit if it hits the opponent's AC, then I like the rules on critical ranges a lot more.

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05/06/2005 3:35 AM  
I'm a fan of using stuff from Arcana Unearthed myself. The way they have the spells regulated to three diffrent classes is nice. Does it not also have a simpler skill list as well, Move Silently + Hide being changed to the "Stealth" skill.

quote:
Originally posted by MerricB

You can find my house rules here:

http://www.geocities.com/merricb/dndhouse.htm

Enjoy!


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05/06/2005 3:45 AM  
A few others

Alighnment - I generally downplay this aspect of the game myself, if people want it as a guide for their characters fine. I'm a bigger fan of using the taint rules for tracking someones moral compass. [}:)]

Hit points- I also like going with max hp at fist level, with each level giving you half your hit die rounded up. A while back a friend was helping me design a 2nd edition game, he came up with this great idea to make hitpoints equal to your con at first level. With most classes getting 1-3 more hit points a level.

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05/06/2005 3:51 AM  
House rool number 1 - take shoes off when you enter.

Now for the RPG stuff.

a) Any 3.5 publication is allowed.
b) Psionicists excluded.
c) No evil aligned PCs.
d) Training required for skill/feat advancement - opportunities provided.
e) Magic items claimed by 2 or more players are sold.
f) Reroll 1s for HP on level advancement if d8, d10, or d12 up to L4

I have always been here.

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05/06/2005 9:24 AM  
Huzzah to those who downplay alignment! For me, its only relevance is it determines who gets hurt when a Holy Smite or similar effect goes off. Detects don't work unless you have an Aura of Faith or a subtype either.

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05/06/2005 9:27 AM  
quote:
Originally posted by Corim Danex

quote:
Originally posted by nyjastul69
It's important to remember that even with an expanded threat range you still need to hit the targets AC, regardless of what the threat range is.

This is the rule, then? I heard of people using keen scimitars and hitting anything at least 30% of the time. I thought this was stupid. If the rule says a crit threat below a 20 only counts as a hit if it hits the opponent's AC, then I like the rules on critical ranges a lot more.

Yeah, it's the rule. From the SRD:

Increased Threat Range: Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn’t result in a hit is not a threat.

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05/06/2005 10:22 AM  
Hmmmm, let me see if I can remember some of my house rules.

1. No Kender, Kender kin, Kenderlike Beings or Kender rip-offs allowed.
2. No evil alignments allowed.
3. No Kender, Kender kin, Kenderlike Beings or Kender rip-offs allowed.
4. If you take a race that is unpopular in the world, be prepared to be hated.
5. No Kender, Kender kin, Kenderlike Beings or Kender rip-offs allowed.
6. A character does not need to have all his stats above 15 to be re-rolled.
7. No Kender, Kender kin, Kenderlike Beings or Kender rip-offs allowed.
8. PCs are heroes, not villians
9. No Kender, Kender kin, Kenderlike Beings or Kender rip-offs allowed.

Thats all I can remember at the moment.

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05/06/2005 11:40 AM  
One that I like is, you can vaguely tell how injured your comrades are in combat, but not absolutely. So at any point you know about a party member
Green 75-100% full HP
yellow 50-75% of Full HP
orange 25-50% of full HP
Red 0-25% of full HP
unconscious - below 0.

This would require line of sight of course. Prevents PCS from knowing how everyone is doing absolutely, but from looking at someone you should be able to roughly tell how hurt they are.

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Umass Amherst Baby!

05/06/2005 1:41 PM  
Sorry this reminds me of Gauntlet a bit to much.[:D]

"Red Fighter needs healing baldly! Red Fighter is about to Die!"

quote:
Originally posted by Mrfurious

One that I like is, you can vaguely tell how injured your comrades are in combat, but not absolutely. So at any point you know about a party member
Green 75-100% full HP
yellow 50-75% of Full HP
orange 25-50% of full HP
Red 0-25% of full HP
unconscious - below 0.

This would require line of sight of course. Prevents PCS from knowing how everyone is doing absolutely, but from looking at someone you should be able to roughly tell how hurt they are.

Conor


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05/06/2005 2:11 PM  


We did the color coding thing for ease in combat, and so we can stay fresh on terror alert colors and their meanings :-)

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05/06/2005 2:24 PM  
quote:
Originally posted by Captain Harlock

Hmmmm, let me see if I can remember some of my house rules.
1. No Kender, Kender kin, Kenderlike Beings or Kender rip-offs allowed.
2. No evil alignments allowed.
3. No Kender, Kender kin, Kenderlike Beings or Kender rip-offs allowed.
4. If you take a race that is unpopular in the world, be prepared to be hated. (etc..) Thats all I can remember at the moment.
Dan Cooper


ROFLMAO!![:D]

Well, mine show my obvious bias towards 1st Edition:

1) Alignments to choose from: LG, NG, CG
2) Classes to choose from are based on race - Yes I disallow certain classes to certain races!
3) Humans (only) can start split–classed (0/0) in 2 classes,
4) There are NO favored classes, so level penalties apply
5) Classes you can choose to take as an additional class (if not on this list you cannot choose them): bard, cleric, fighter, ranger, rogue
6) Players start with 28 points (30 points if human) & build their PCs accordingly using the DMG point table
7) There is NO such thing as a "ranged" sneak attack!
8) You can't cleave off an Attack of Opportunity
9) Free wizard spells at every level must be approved by the DM

I'd be willing to bet that 80%+ of the posters here wouldn't be interested in playing in my campaign[B)] - but I started in 1975 and I kinda like that style, so I've tried to retrofit a 'first edition" fell into the 3rd ED rules (which I really like btw!)


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05/06/2005 7:34 PM  
Damn skippy Thom. I'd love to know why humans get an extra two points, and what possible justification you have for racially excluding classes!

And why no cleaving off attacks of opportunity? I'd have thought that the goose and gander law makes that one fine.

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05/07/2005 12:56 PM  
quote:
Originally posted by Testament

Damn skippy Thom. I'd love to know why humans get an extra two points, and what possible justification you have for racially excluding classes!

And why no cleaving off attacks of opportunity? I'd have thought that the goose and gander law makes that one fine.



Because I generally feel that since humans are the most dominant race, they would generate more PCs with higher stats. But primarily this is to make up for the humans losing the advantage of all classes being favored; since there are no favored classes, humans have lost that edge.

As for racial exclusions on classes, that's one of the core principles of First Edition, which is what I'm trying to run; I didn't make it clear that having all classes & races equal is not a priority for me. As an old-timer I shudder at dwarven sorcerers, half-orc paladins, hobbit wizards, etc...

And for the great debate over the "no cleave off of AofO", I tend to come down on the side that sees a cleave as a continuation of an offensive action taken in your turn. Believe me, once I explained the following example to my PCs they heartily shouted down the fighter's opposition![}:)]

...your (non-fighter with weak hit points) is standing next to the enemy monster who has already attacked. Another PC moves by and the enemy criticals him on the AofA, the PC goes down and now the enemy monster attacks your defenseless little PC & slaughters him without you ever having done a thing!

yeah, that took care of the opposing view pretty quick![}:)]

But, that's just my game, and YMMV.


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05/08/2005 10:06 AM  
the one house rule i like that i came up with is...
you get to use any extra spell slots you get from high ability scores even if you can't cast spells of that level

at first level with a 16 int a wizard gets a extra 1,2 and 3rd level spell slot, he can't cast 2nd or 3rd level spells but can use them to memorize 2 extra 1st level spells or use them to metamagic some first level spells. i hated that metamagic feats are wasted on low level casters and that a wizard with an 18 int wasn't much more powerful than one with a 10 int (other than save DC)



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05/10/2005 12:24 AM  
I kinda like that myself.

quote:
Originally posted by kritter

the one house rule i like that i came up with is...
you get to use any extra spell slots you get from high ability scores even if you can't cast spells of that level

at first level with a 16 int a wizard gets a extra 1,2 and 3rd level spell slot, he can't cast 2nd or 3rd level spells but can use them to memorize 2 extra 1st level spells or use them to metamagic some first level spells. i hated that metamagic feats are wasted on low level casters and that a wizard with an 18 int wasn't much more powerful than one with a 10 int (other than save DC)





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05/10/2005 8:05 AM  
quote:
Originally posted by kritter

the one house rule i like that i came up with is...
you get to use any extra spell slots you get from high ability scores even if you can't cast spells of that level

at first level with a 16 int a wizard gets a extra 1,2 and 3rd level spell slot, he can't cast 2nd or 3rd level spells but can use them to memorize 2 extra 1st level spells or use them to metamagic some first level spells. i hated that metamagic feats are wasted on low level casters and that a wizard with an 18 int wasn't much more powerful than one with a 10 int (other than save DC)






WHoops - I use that one too. I've been doing that since 1E days with the bonus spells cleics got for high wisdom (why wizards never got bonus spells for high int I never did figure out).

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05/10/2005 6:43 PM  
quote:
Originally posted by Siddartha of Suburbia

quote:
Originally posted by Testament

I have critical fumbles, with tables for the different categories of weapons.

These wouldn't ahppen to be the ones once published in Dragon would they?

I remember many a time in the young days of my gaming seeing a character lose an eye to that table.

I don't mind telling you that that was the end of the fun and games.



Is that the Good Hits and Bad Misses? Maybe I got mine from another source...
This reminds me of a DMing session, with a new player that wanted his new character's race to be "Air Elemental Elf" or some nonsense. I guess it was some character race that he played while in JV (Juvenille prison, kid jail, whatever you call it.)
I explained that in this campaign things were a bit more mundane,
Eventually we rolled him up an Elf, and since he really wanted one, a pet panther, I gave him that. Well part way through the dungeon, he rolls a one. So I have him roll on the Bad Misses chart and he ends up cutting his leg off.
The 2 other players started giggling that he could strap himself to the back of the panther to get around.
That was it for him, he got up and left.
No amount of encouragement from the other players, or that 'maybe' he could get restoration at the temple would placate him.
Of course being the stoic DM, I wasn't the one making promises, the players were just hoping.
He was a terrible sport about it.
He went in the other room to watch TV, and the game sort of fell apart after a couple more rounds.

So to make your point - yes, those critical miss/hit charts can ruin a game session pretty quick if your not careful.

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