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Thread: What house rules do you use?

  1. #1
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    What house rules do you use?

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    Title pretty much says it all. I will be starting a group soon and I am curious what some of you use as house rule additions to the Pathfinder system. Included in this would be how your gaming group interprets any rules that may be vague in the books etc.

    One of my house rules has always been max hit points per level for the first 10 levels.

    I offset this by giving monsters at least 8 hps per level though as a GM.

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    For me, Pathfinder is my High-magic Hero game. House Rules include, Max HP for the 1st 5 levels, after that, your mimimum HP is half HD (stolen from HM). So if you roll a 2 on a d10, you get 5 instead of 2. But honestly, its been so long since I have played PF, Im not sure how I would like it. The system that Ive been following now for over a year is the new HackMaster, and when I compare the two systems, PF just seems way too over-the-top.

    Anoother PF/3.5 hourse-rule is NO favored classes, even if multi-classing
    Hoody Hoo! Roll for initiative, Monkey-Boy!
    -- Bob Herzog, Knuckles

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    Thanks for your response Griffonwing. I am hoping more will share what they use (if any) for house rules.

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    i think my opinion will be pretty much null value, since our current houserule is no pathfinder (among others).

    this is more due to the fact that one in our group does not seem to like the changes in the combat system (ie, not a big enough improvement), and another likes the changes in the classes, but does not want to effectively force everyone to get another book or books. but should a downloadable (offline) version of the pfsrd become available....
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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    Everyone has a history before they became an adventurer so I tend to talk to the players about what their parents did and what occupation they had before becoming an adventurer. Then I give the characters up to 3 knowledge or craft skills based on their history. The skill is treated like a class skill.

    I try to make it a non-combat skill that may still be useful.

    I also went to a mana-pool system for magic instead of using the spell levels and memorization.

    Though I haven't had a chance to fully test these, you can check out my classless d20 guidelines. They might help you somehow: http://www.scribd.com/my_document_collections/2437479

    I also got rid of material spell components and replaced them with Vices. Basically the player needs to choose three things that he has to do to cast a spell. This can be verbal, gestures (somatic), objects, and auras. Verbal can be chants, prayers, ancient language, etc. Gestures can include dancing, sign language, or other symbolic movement. Objects can be a holy symbol, power crystal, staff, wand, etc. Auras are a visible or audible glow that attracts attention.

    If a character doesn't have one of his vices then all spells are treated like they are +1 level per missing vice. Thus a level 3 spell with 2 missing vices is treated like it is level 5 and a spell caster might not be able to cast the spell.

    If spell casters don't take the time to study/meditate then they suffer a -2 penalty to their saving throw DCs on their spells per day. They recover that at a rate of 2 per day of study.

    I require players to give me three motivations that serve as RP points that I can manipulate in the story. Greedy characters should be focused on wealth. Honorable characters should respond to challenges to their honor, etc.

    Instead of the default critical system I use a success level. For every 5 that you beat the AC you gain a bonus. This can be extra damage per the normal rules, disarming them, tripping your opponent, stealing something off their body, pushing them 1d6 feet, etc. This made for more vibrant and dynamic combat that was not just "I attack".
    Randal Snyder
    Sundered Epoch.org

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    Max HP at 1st level, roll until you get half or more HP every time you gain a level.

    Other than that, you can take a look at my upcoming campaign;
    http://tales-of-the-inner-sea.blogspot.com/

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    I don't really house rule it much. When rolling stats, reroll all ones, max HP for at least the first level (unless I think they need more). After that, you get bonuses for awesome backgrounds. Like if your family has this sword that's been in the line for AGES, with a legend it might actually be something special, well guess what? You'll get that kinda sword for free, and I say thanks for the wonderful plot point. I find that, personally, 3.5 and Pathfinder don't need much houseruling. Shadowrun, on the other hand... (I'm looking at you, Initiative/combat rounds), though I don't tend to use the Action/hero points. But that's more me not really getting them then anything else.

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    I enjoy Pathfinder's ruleset. The max Hit Point values at first level are already built into the system, races and classes offer a nice balance, combat flows forward at a reasonable pace, and the skill system has worked to the group's demands and ideas without flaw.

    However, I detest using miniatures and a grid, so in an effort to keep things simple and fluid, I have all-but-removed Speed values from characters. Instead, I let players know how many turns of normal movement remain between them and the nearest enemy, obstacle, or item, and I keep a small map of each scenario behind the GM screen. If movement does come into things, all movement values are doubled for PCs and NPCs; so far, this has had little effect on the actual game, but the players feel empowered, and that is the point of such a rule.

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    Mark Chance - your site has been bookmarked and I will be ripping apart everything you have for more more nuggets. Your house-rule on fermented malt beverages and prostitutes is so old school that it's "Olde Skoole" - but I love it. It rewards role playing (even just hints of role playing, like, "I'm gonna go to the pub and blow 100 gp on drinks and a dinner tonight!") Very nice!!

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    Ryklu - your enhanced player speeds sound like they'd render ranged weapons useless for enemies. Have you seen that effect yet?

    Descronan - your study time rule has me thinking of another one: spell failure chance increases as study time decreases. DCs remain the same.

    nijineko - I started my current game with the promise that all versions of d20 would be allowed in. The plan, when confronted with a Pathfinder and 3.5 character, was to take something small from the PF character, and give the 3.5 character a bonus starting feat. Since most of the mechanics are the same, you can run a Pathfinder character in a d20 world without needing the book - just make sure your PF characters write down everything they'll need to know after character creation.

    My PF house rule: all previous d20 rules are allowed consideration. CMB you can keep, or toss it out if you remember which ability bonus a defender uses in a trip attack.
    Powered by: Modos RPG, version 1.21
    http://www.enworld.org/forum/rpgdown...ownloadid=1087

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    DMMike - after seven sessions, the group hasn't experienced a downside to the increased movement speeds, and the increased speeds have not hindered ranged combat. To be fair, we don't use a grid, so I describe enemies' positions in vague terms that reference feet or rounds depending on the scenario.

    The difference of movement speed is used as a psychological asset. My thought was this: if the players think they're able to move farther and thereby do more in one turn, they will find creative ways to engage the game while they eschew the idea of simple limitations. So far, the ploy has worked, and the game remains both playable and engaging.

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    Houserules, Hmmmmm.

    A couple from the top of my head,
    Ours are max HP +1d6 at 1st level, Rolling Stats: roll 5d6-rerolling 1s and dropping lowest die, Players can only be human (kidding).
    Last edited by Bloodcircle; 09-13-2012 at 04:56 PM.

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    Very Simple.

    How Heroic do you want your Campaign?

    For My games its Go Hardcore or go home. I don't think that Health should ever be a random factor. I consider all HD max HD. Period.

    I change crafting. Simplify and improve it using http://paizo.com/store/downloads/spe.../v5748btpy8ffg (it can be found for free using google)
    Of course with tweaks of my own. Some things should be a lot more simple then others.

    I allow 1 skill each level to recieve 2 ranks rather then the limit of just 1 per level for my players. This makes more sense to me as players have the right and ability to specialize more. With a High Intelligence Modifier why shouldn't they if they actually roleplay the training involved with specializing.

    I change nothing about the magic really but give more freedom. I allow players to customize spells and reserch them freely given time and GP....reasonably based on other spells. Why can't dancing light have a longer range if you only use 1 light rather then 4? Simple idea and can be quite affective. You shouldn't always need a metamagic feat if you use your head in my opinion.

    I make Combat tactics more realistic and difficult. There is a lot of good Roleplaying for sure but combat must be dedicated. This doesn't mean everybody in my Advanced Wizard College Campaign need to memorize and prepare a mass of combat spells....hell animate rope and obscuring mist is all a level 1 guy needs in many situation regarding combat.....then BOOM crossbow bolt to the face from another players Gravity Bow.

    The more you take from the game, the weaker it gets because you now have to either Add into it or leave it unbalanced.

    The more you add and freedom you give....well that just increases the CR a little now doesn't it :-D.

  15. #15
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    I enjoy Pathfinder's rule set. The max Hit Point values at first level are already built into the system, races and classes offer a nice balance, combat flows forward at a reasonable pace, and the skill system has worked to the group's demands and ideas without flaw.

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