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Common House Rules?
Posted: Sat Jul 24, 2010 7:47 am
by Shenron
Just wondering what common house rules you guys and gals use.
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Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Posted: Sat Jul 24, 2010 1:03 pm
by Treebore
I don't believe I am common, but check out the link in my sig.
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The Ruby Lord, Earl of the Society
Next Con I am attending:
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My House Rules:
http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Posted: Sat Jul 24, 2010 1:53 pm
by Omote
Check the link in my sig as well. The most common rules that I use are located in the Additional Rules & Rule Clarifications link.
~O
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> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
Posted: Sat Jul 24, 2010 2:17 pm
by anglefish
If no one in the group has a certain class ability, i.e. no one is player a ranger so the party doesn't have access to track, then I'll allow class levels to be added. It helps if the class has a similar theme or the character has an appropriate back story. So then a Druid or a forest loving hero would get class levels.
Confirming critical hits ala d20, though I have players roll double the dice and then add bonuses
Attribute rolls for combat maneuvers
Sneaky thief stuff is now Sneak instead of Hide/Move Silent
Posted: Sat Jul 24, 2010 6:26 pm
by Buttmonkey
Max starting gold and hit points at first level. I think this is pretty common.
Posted: Sat Jul 24, 2010 7:49 pm
by Ace of Swords
I make my players roll 1st level HD with a one time muligan if they want.
Gold i also make em roll.
Alot of people seem to use the prime +6 roll method.
Posted: Sat Jul 24, 2010 11:23 pm
by Shenron
Thanks guys, I have gotten a lot of good ideas and I have borrowed a lot of others.
There is a lot of awesomeness floating around.
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Posted: Sat Jul 24, 2010 11:30 pm
by Go0gleplex
My house rules (some swiped from others like Tree ) are here...
http://www.angelfire.com/or/FireHorse/House_Rules.pdf
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
Posted: Mon Jul 26, 2010 6:42 pm
by serleran
Based on reading these forums since before they were born...
Different method of rolling up characters (many seem to like 4d6-L, arrange as desired)
Upping starting monk AC
Reducing off-hand penalties (seemingly preferred at -2/-4)
Giving non-fighter warriors an extra attack at higher levels (usually around 9-12)
Making SR a resistance roll (that is, the caster adds level)
Changing CB to 15 instead of 12 for Prime abilities
Ignoring or modifying encumbrance
Adding classes, spells, magic items, monsters (most the posts indicate these tend to come from d20 sources or are original)
Allowing "feat-like" actions as a SIEGE check
Actually using feats/skill system
Changing how combat dominance works (most either increase the die limit or allow it to work in more conditions, or turn it into a "cleave")
and there were several others before the advent of the two optional multiclass systems in the new PHB.
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Serl's Corner
Posted: Tue Jul 27, 2010 7:18 am
by Shenron
Could you be a little more specific with some of your examples?
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Posted: Tue Jul 27, 2010 10:38 am
by csperkins1970
My house rules are pretty extensive:
Here are some basic changes
1] Chargen: 4d6-lowest for each stat.
2] Maximum hit points at first level.
3] I use a base of 15 for all ability checks. Primes add 5 to such checks.
4] I use AD&D-style multiclassing and 3rd edition style multiclassing (which I call split-class advancement).
5] Natural "1"s are automatic failures. Natural "20"s are automatic successes. In combat, a natural "1" imposes a -2 to your AC until your next action while a natural "20" lets your do maximum damage, so long as you didn't need a natural "20" to hit.
6] Characters have a few background skills (Knowledge, Craft, Perform or Profession skills) and all characters have "everyman abilities" that improve by +1 per 2 levels of experience.
7] Roll 1d20 + Dex mod for initiative once at the start of combat.
8] All characters with DEX as a prime have their 2-weapon fighting penalties reduced by 2.
9] Encumbrance is weight-based.
10] Ability scores max out a 25. Ability score bonuses work as follows:
3: -3
4-5: -2
6-8: -1
9-12: 0
13-15: +1
16-17: +2
18: +3
19: +4
20: +5
21: +6
22: +7
23: +8
24: +9
25: +10
On top of that, races, classes and spells are tweaked to more closely resemble their AD&D counterparts.
The link for it is: HERE
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http://www.angelfire.com/rpg2/dnd3e/cnc.htm
Posted: Tue Jul 27, 2010 10:52 am
by Relaxo
I think the most common are:
Max HP at 1st level
nat 1 = bad, nat 20 = good (typically max die roll and add it to the roll
{meaning a 1d8 becomes 1d8+8}
or read that primer for old school gaming that someone linked somewhere and it gives GREAT examples you can make up on the fly
Posted: Tue Jul 27, 2010 12:23 pm
by CKDad
I generally just have everyone roll once for initiative at the start of combat (or after surprise is resolved), only re-rolling if the fight goes on for more than 5-6 rounds.
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"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."
Posted: Tue Jul 27, 2010 3:18 pm
by Traveller
House Rules?
Attribute Scores: 4d6, drop lowest, or standard score package.
Classes: No barbarian, bard, knight, or monk.
Alignment: Intelligent beings cannot be true Neutral in alignment.
Coinage: Changed to copper-based.
Encumbrance: Replaced the entire Encumbrance system with one focusing on weight.
Magic: Point-based casting system. Memorization not required.
Raise Dead and Resurrection: Brought back D&D system shock rules.
Limited Wish and Wish: Removed from Wizard spell lists.
Challenge Classes: Codified Challenge Class determination.
Initiative: Holmes' D&D initiative, using a d10.
Level Advancement: It costs money and it costs time.
Time: D&D time standards.
Experience: No EP for treasure unless it's spent. Magic items have no EP value.
NPC Experience: Quick guidelines for determining the EP of a defeated NPC.
Dragons: d20 Hit Dice.
For full details, check my house rules.
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Posted: Tue Jul 27, 2010 3:30 pm
by Breakdaddy
Mine are simple:
Max HP at level 1
On a natural 20 attack roll damage is max +1d4
On a natural 1 attack roll the attacker is thrown off balance and loses his actions next round
SIEGE check rolls: nat 20 auto success, nat 1 auto fail
All SIEGE checks are the same base target number, add +6 to SIEGE check rolls if it's a prime.
Initiative rolls are 1d6, individually rolled.
That is all, unless I forgot something. It's been a while since I ran a C&C game.
Posted: Tue Jul 27, 2010 3:33 pm
by Breakdaddy
Oh, and my character generation method varies. Normally it's whatever method the players want. Anything from "just make up some stats" to roll 3d6 in order. Pretty much all points in between have been visited as well.
Posted: Tue Jul 27, 2010 3:50 pm
by alcyone
I generally run pretty vanilla where possible, and augment from Rules Cyclopedia or 1e where necessary.
But here's a few:
- Switching weapons is free (within reason)
- Bandages work like "First Aid" spell
- Normal damage to a character is completely healed (with possible scarring) in 4 weeks time.
- After a week of rest hit points begin to heal at 5/day (with continued rest)
- Horses don't enter dungeons.
- Most lances are useless without a mount
- Doors can be opened/closed "en-passant" as long as they aren't stuck or locked.
- Doors that are open don't enter into tactical space unless otherwise specified; an open door basically "disappears" and doesn't offer cover or a hiding place; this just makes dungeon crawls a little simpler.
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Sir Aergraith Aethelmar of Cyrswud, CaCS,OotF