I've never really house ruled, I will however use variants from time to time.
Last edited by Chrisg; 07-09-2009 at 01:51 AM. Reason: Automerged Double Post
it is possible that the force might find it more harmonious to prevent, or even destroy, a few individuals who would otherwise destroy thousands of lives, than to allow the thousands of lives to perish.
for the record, i do not disagree with your core idea of the clear black/white line... more that i disagree with some of your definitions, and possibly where that line is being drawn. i too happen to believe that in real life good and evil is as clearly defined as black and white. humans are not always able to see it clearly. too close, or too far in many cases.
Last edited by nijineko; 07-09-2009 at 02:58 AM.
Helm's in my game gives you a +1 to yo9ur armor class.
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I GM'ed for the first time last spring, and as one who usually played in the other end I knew that rolling initial stats could be a pain, and usually ended up with some people significantly more powerful than others. I decided to create a modified point buy system
Basically modifies had to add up to +8, or 38 attribute points total. You could only go up to a +4 in any one stat before racial modifiers and could only gain a maximum of +2 extra points for taking negative. main build I used for Villans of the Week (tm) was 18,18,14,10,8,8
Seems a bit powerful in hindsight, but much better than campaign before that were our characters ranged between +6 and +15
I have a home made karma system for dnd 3.0 and 3.5, as well as i have a custom magic system for call of cthulhu (6th) for people who use magic outside of the mythos, as well as 4.0 grapple rules for 3.5 dnd thats all that i can think off the top of my head.
Of course this is using 2E for my games. When it comes to the use of spells, I do like to have the magic users have to relearn the spell after it is used. Now there are some 1st level spells that I give them to know all the time, as a benefit of the time they have spent in learning their craft. As for the clerics, and those that use cleric spells, I don't limit them to having to relearn a spell after it is used. My reason is that the spells that they know are granted to them by the diety that they follow. However, if they use the same spell several times during the same encounter, there is an increasing chance of the adversary being able to make saving throws against that particular spell. If they would by chance do something that is in opposition to their particular diety, they find that they can't use the spell(s) and now have to make ammends to the diety in order to regain the ability. Currently, I have not had the people that are playing cleric using spells characters run into this problem. Then again, one never knows what is going to happen during any given game session.
Last edited by cplmac; 07-23-2009 at 10:19 AM.
At this point I pretty much have a home brew game.
Skills. I give a lot more. 5 per level, every class. Rogue abilities are class features again. I restructured the skills themselves to better reflect my world.
You can simply defend your self as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action, so it helps you against any attacks of opportunity you provoke during the round. You canít combine total defense with fighting defensively or with the benefit of the Combat Expertise feat, since using either of these tactics requires you to declare an attack or full attack. You canít make attacks of opportunity while using total defense. If you have 5 or more ranks in Tumble, you gain a +6 dodge bonus to AC when using total defense.
That's right out of the D&D 3.5 Rules Compendium. I'm a bit of a rules lawyer, but I guess I'm a CN version cuz I only care if it affects me, lol.
--- Merged from Double Post ---
Kept reading after I posted before and realized I shouldn't have let my eagerness to share knowledge overrule me... Someone already posted about total defense. Sorry.
Last edited by Ishcumbeebeeda; 07-28-2009 at 03:03 PM. Reason: Automerged Double Post
In my 3.5 game I use disable device instead of open lock to well,open locks its easier.Also I make my players roll 4d6 three times and each one must have at least a 15 and a total ability modifier of +3 or they reroll that set again.
house rules- hp at 1st level is your con + con modifier. Con 15 +2 mod =17 hp.
non class skills only cost one but are still limited as to level.
Training for feats and new spell levels. I have always done that for any type of training. It allows the pcs to meet new npcs, interact and interject potiential plot hooks.
I still limit races for character types.
Of course, I houseruled that when FPs are spent in a round you choose between applying it to all defenses for one round or all task resolution rolls for the round.
Shadowrun 1-3e We always only went against the hardest of the systems in the matrix runs. If you beat that you could do anything you wanted. Rather than testing against subsystems or nodes
Running: infrequent VtM game
"I'm beautifully hideous!" - Sven the Nosferatu