Common House Rules?

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Shenron
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Common House Rules?

Post by Shenron »

Just wondering what common house rules you guys and gals use.
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Post by Treebore »

I don't believe I am common, but check out the link in my sig.
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Post 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.

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anglefish
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Post 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

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Buttmonkey
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Post by Buttmonkey »

Max starting gold and hit points at first level. I think this is pretty common.
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Post 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.

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Post by Shenron »

Thanks guys, I have gotten a lot of good ideas and I have borrowed a lot of others.
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Post 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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Post 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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Shenron
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Post by Shenron »

Could you be a little more specific with some of your examples?
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csperkins1970
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Post 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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Relaxo
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Post 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
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Post 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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Post 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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Breakdaddy
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Post 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.
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Breakdaddy
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Post 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.
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Post 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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