Every game group has house rules, whether they cover game nuances, game mechanics, or behavior at the table. Share some of your house rules here.
I don't think the game exists, at a group's normal venue, that isn't houseruled. In my Solomon Kane game I run, I have, among others, a rule that prevents enemies from doing more than 2 Wounds to a PC in one shot, since all characters only have 3 max, and when you hit 4, you have to roll on a critical table. It has come into play a few times already.
Well to start off I guess I'll post some of my house rules, the ones I can remember anyway. My D&D 4e House Rules 1.) Skill Challenges: The players roll initiative as with any other encounter. A player cannot use the same skill twice in a row and cannot use the same skill another character used in the same round. 2.) Attacks/Damage for AoE: One attack roll and damage roll for areas of effect. It gives the chance to miss or crit on one roll and shortens encounter length. My Mouse Guard House Rules 1.) Treesinging: Tapping into the more forgotten arts of nature a mouse can shape nature depending on his number of successes. One successful check can feed a single mouse for a single day, this type of shaping can only be made once per day. Sample uses could be crafting a sturdy staff from a branch or a whole concert of treesingers bending and shaping a tree for shelter. 2.) Necromancy: This skill is reserved for antagonists only at this point. Details are GM only. A necromancer can talk to the dead at minimum and raise the dead as mindless slaves at most. He can only control a number of undead servants of this type at a rate of 1 per die he has in necromancy. Regardless of size animated remains are all generally the same toughness.
Not exactly a house rule per-se but these tables have helped me out on several occasions. DM Tables Random Events Roll Event Roll Event 1-9 Accident 53-50 Famine 10-14 Assassination 60-67 Famous Person 15-22 Bad Weather 68-74 Fire 23-30 Crime Wave 75-81 Flood 31-28 Death 82-87 Monster 39-45 Discovery 88-93 Plague 46-52 Earthquake 92-100 Political Plot Weather Table Die Result Weather 01-70 Normal weather Cold: Cold, calm Temperate: Normal for Season* Desert: Hot, calm 71-80 Abnormal weather Cold: Cold Snap (31-100) or Heat Wave (1-30) Temperate: Heat wave (1-50) or Cold snap (51-100) Desert: Hot, windy 81-90 Inclement weather Cold: Precipitation (Snow) Temperate: Precipitation (normal for season) Desert: Hot, windy 91-99 Storm Cold: Snowstorm Temperate: Thunderstorm, snowstorm Desert: Duststorm 100 Powerful storm Cold: Blizzard Temperate: Widstorm, blizzard, hurricane, tornado Desert: Downpour Special: Storm with elementals (air or water) Storm of Vengeance (Ashbound druid) Chance of Wilderness Encounter Type of Area d% Chance Desolate/Wasteland 5% chance per hour Frontier/Wilderness 8% chance per hour Verdant/Civilized 10% chance per hour Heavily Traveled 12% chance per hour Urban Encounters D20 Encounter D20 Encounter 0 Bullies 14 Brawl 1 Muggers 15 Robbery 2 Guard Harassment 16 Prisoner 3 Pickpockets 17 Monster 4 Spectacle 18 Fire 5 Found Item 19 Accident 6 Lost child 20 Spell awry 7 Corpse 21 Prominent Prsn 8 Animal 22 Mistaken ID 9 Overturned/runaway cart 23 Guards nd help 10 District encounter 24 Employment 11 District encounter 25+ Admirer 12 Contest in progress 13 Duel/mageduel on progress Urban Encounter Check Modifiers Circumstance Mod City Size Small city +1 Large city +2 Metropolis +3 Characters’ Status/Activity Characters are unusually anonymous -2 Characters are unusually famous +2 Characters are laying low -2 Characters are looking for action +2 Characters’ Party Level 1-5 +0 6-10 +1 11-15 +2 16 or higher +3 Dungeon Walls Wall Type Thick Break Hard HP Climb Masonry 1ft 35 8 90hp 15 Sup. Masonry 1ft 35 8 90hp 20 Ren. Masonry 1ft 45 8 180hp 15 Hewn Stone 3ft 50 8 540hp 22 Unworked St. 5ft 65 8 900hp 20 Iron 3in 30 10 90hp 25 Paper Paper 1 - 1hp 30 Wood 6in. 20 5 60hp 21 Magical - +20 x2 x2 - Magical: HP=x2 or 50hp, whichever is greater HP: Per 10x10 section Dungeon Doors DC: DC: Door Type Thick Hard HP Stuck Locked Simple wood 1in 5 10hp 13 15 Good wood 1-1/2in 5 15hp 16 18 Strong wood 2in 5 20hp 23 25 Stone 4in 8 60hp 28 28 Iron 2in 10 60hp 28 28 Portcullis (W) 3in 5 30hp 25 25 Portcullis (I) 2in 10 60hp 25 25 Lock - 15 30hp - - Hinge - 10 30hp - - Dungeon Floors Flagstone, Uneven Flagstone, Hewn Stone, Light Rubble, Dense Rubble, Smooth Stone, Natural Stone, Special (Slippery, grate, ledge, transparent), Sliding, Trap Rooms Empty, Guard Post, Living Quarters, Work Area, Shrine, Vault, Crypt Corridors Trapped, Mazed Misc Features Stairs (Gradual, Steep, Spiral, Railings and low walls), Bridges (Narrow, Rope, Drawbridge, Railings and low walls), Chutes and Chimneys, Pillars, Stalactite/mite, Statue, Tapestry, Pedistal, Pools (Deep, Shallow, Special), Elevator, Ladder, Shifting stone or wall, Teleporters, Altars, Cave-ins, Illumination
For a little bit of uncertainty and suspense, I have a heck of a list of tables for fumbles. It's a book called the Critonomicon. My wife was offered $100 dollars if she'd make the book disappear. :-)
This is cool. I'll share my pdf of random items I'm working on for my Solomon Kane game. http://zanysite.com/files/ttrpg/fant...andomitems.pdf
Here is a new pdf I created, consolidating current wind speed scales, from sea, to tornado, to hurricane, tsunami, etc. Any feedback? http://zanysite.com/files/ttrpg/myga...windspeeds.pdf