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Xelloss

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Apr 20 09 8:19 PM

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Hey guys, wanted to start this thread a while ago, but never did hahahaha.

This thread is for the sole purposes of posting your house rules and any variant you use. That way any of us can find new ideas or maybe have a topic of discussion hahahahaha.

I'll start:

House Rules:
- Every character gets an additional feat at lvl 1
- Characters increase abilities every 3 levels instead of 4
- While building tech, weapon damage is TS/2
- Spells have no material component, except those with high costs, like those requiring 5000 gp in diamonds.
- There's no Eschew Materials feat.
- Cross class skills cost 2 skill points per rank only for the first 5 ranks, after that they cost 1 point (they're still restricted to cross class max ranks)
- Don't know if this is house ruling, common sense or whatever but: Characters with the Leadership feat HAVE to work to get followers and cohorts, I don't just give them follower and a cohort, they have to earn them XD
- Runemasters don't need to meet the prerequisite (finding a teacher), for the Additional Pattern feat gained as a bonus feat at lvls 6, 12 & 18

Variants:
- One hit kill (two natural 20s and confirmation)
- Not really a variant, more like not using the official errata: To damage a weapon or armor, the weapon used for the sunder needs to have at least as much enchanement bonus as the target equipment.

Old Rules (This are rules, feats, spells from the first edition XD):
- Hasten Spell
- Drop Cut
- Evasive Maneuvers
- Expert Flyer

Well, really hope people comment on their own rules, or ask questions about other's rules hahahahaha.

See ya,
Xelloss

P.S: Again, as always, I feel like I'm missing something
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#1 [url]

Apr 21 09 7:25 AM

I just make it so that as well as gaining maximum HP at first level, all players (and certain powerful enemies) gain full HP according to their HD for the 2nd and 3rd levels as well.

This was pretty much based on Neverwinter Nights (which taught me and got me into the d20 system), which was to help people who had no idea what they were doing.

Also, re-rolling all 1s and 2s when rolling for Abilities, to ensure the lowest anyone ever got before Racial modifiers was a 9. However, if you ever had 2 6s at any time in the one Ability roll, you didn't get to re-roll 1s and 2s (that would increase the chances of 18s a little too much...)



And not that I personally use this, but the Conan the Barbarian d20, which some friends of mine used to play, had a system when every 4 levels instead of +1 to an Ability, you got +1 to all Abilities. Apparently the Conan game was more deadly, and more focused on strong, heroic characters more than other d20 games (I guess it suits the IP)

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Xelloss

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#2 [url]

Apr 21 09 9:41 AM

Oh yeah, the conan game is quite more deadly, and kinda low-magic.

I remembered something. If, while rolling for abilities, a character rolls four 6s, I give him a 20 instead of the usual 18 (bonus for a lucky shot hahahahaha)

See ya,
Xelloss

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#3 [url]

Apr 21 09 3:08 PM

Many of the low magic game worlds hand out more ability scores points, simply because you don't get all that shiny lootz (Have I really just written that?).

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Xelloss

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#4 [url]

Apr 22 09 9:24 AM

Yeah, you did.

The Conan rpg is veeeery low magic, and the character classes are made to be just a tiny bit super deadly. The Barbarian, for example, ends up having improved critical with whatever he uses: a sword, a bottle, a teaspoon, a chair, etc, and he can use them without any sort of penalty. Also he has one of the coolest and weirdest abilities I've seen in my life, the ability to place a weapon in your mouth, holding it with your teeth XDXD

See ya,
Xelloss

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Xelloss

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#6 [url]

Apr 23 09 9:27 AM

Roronoa Zoro XD

Zorro is the guy in black with a rapier XD

And yeah, kinda does remind one of Zoro, a couple of blades on hand and a third in your mout XDXD

See ya,
Xelloss

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Xelloss

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#7 [url]

May 11 09 3:52 PM

More of my house rules hahahaha

- Detect magic stuns the caster just like other detect spells if there is an overwhelming aura.

- I made some commandments for the Holy Light, so paladins have some guidelines for their faith and obligations. I keep most of the code of conduct as well, except the part about not lying and not keeping company with evil creatures, those 2 I sent out the window, because sometimes you have just have to do each of them, especially keep evil company, what are you gonna do when you're ordered to escort a reaaaally evil guy. Orders are orders. And lying, come on, lets face it, if a paladin meets a warlock and the warlock asks for some information from the paladin, what's he gonna do, tell the truth? NO!, he can always just shut up and not say anything, but what if he can't?

- For epic levels I created a list of feats from the D&D Epic Handbook that I allow players to take, kinda like GM Approved feats.

- For epic levels I closed each class at its non-epic levels. What I mean by that is that if you are a lvl 20 warrior, at level 21 you HAVE to multiclass, because there aren't any more warrior levels. The same with PrCs.

- I use the rules for metamagic feats I posted in the "Some Stuff" thread.

I think that's it for now hahahahaa, but I still feel like I'm missing something XD. And yeah, I house rule a lot XD

See ya,
Xelloss

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#8 [url]

May 12 09 7:44 AM

Xelloss wrote:

- For epic levels I closed each class at its non-epic levels. What I mean by that is that if you are a lvl 20 warrior, at level 21 you HAVE to multiclass, because there aren't any more warrior levels. The same with PrCs.


Yeah, that's something I plan on doing when characters reach Epic levels... With maybe the exception of certain classes already given Epic levels in 1st Ed (Tinker really, the others don't quite translate across properly), or that with translate equally well from D&D 3.5 (such as Fighter, very obviously the exact same as a Warrior except for maybe Skills).

The only other exception is obviously certain Monster Classes that go over level 20, like the Abomination.

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Xelloss

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#9 [url]

May 12 09 10:14 AM

Monster classes are always an exception. And I decided to close off all classes, even those that have D&D equivalents, because it seemed unfair that some had epic levels and some didn't. Though in my campaign that's not gonna be an issue, because at lvl 20 none of them had a single class at 20 levels, but some had at least one "full" prestige class.

See ya,
Xelloss

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Xelloss

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#11 [url]

May 13 09 7:14 AM

If you want I'll even post my "approved" list of epic feats XD. That might make your job a bit easier hahahahahaha.

Also, I'll see if I post the magic weapon & armor abilities from Magic & Mayhem that could be used with the "current" WoWRPG edition, for those who don't have the old ed books XD (I have all the books in pdf, and only the 2nd ed hardcovers, except the monster guide, never found it in a store)

See ya,
Xelloss

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Xelloss

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#12 [url]

May 13 09 7:37 AM

Other Old rules:
- Ricochet Shot
- Ricochet Whirlwind
- Most of the epic feats in Shadows & Light.

Another little thing I do, not really a house rule, because I do it with every game I play. I make little Trivias for my players, when I feel it's appropriate, I give them a little question concerning something that's happened in the game, and the first to answer correctly gets a little prize. It's my way to ensure they pay attention to the campaign and the details. The prize is ussually a little sidequest just for the character, which has its own Experience gain, and a tailor made Magic Item. If a subquest can't be done, then I give him more experience at the end of the next session (Not that much, of course, but a little benefit is always welcome).

See ya,
Xelloss

P.S: Everytime I post, I remember new HRs and variants I use hahahahah

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#13 [url]

Dec 5 09 1:28 AM

Since my last campaign, I've expanded some house rules to make the game more like the MMORPG.

* Weapon group proficiencies (more similar to those in the d20 SRD than those in the online game)
* Armor group proficiencies (cloth, leather, mail, and plate)
* Revamped class and race proficiencies (in keeping with the above)
* A few new weapons and items, making the new proficiencies more useful

I also use the spell point system--mana is more intuitive to me.

I kind of like the idea of giving full hit points for hit dice, for characters and monsters. I was going to try it once in a campaign, but I think we only ran a session or two before it collapsed. It seems like it'd work well enough, though; it'd just make combat a bit longer.

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#14 [url]

Jan 29 10 12:22 AM

Starting Out

Player's roll 5D6, re-roll 1's, drop 2 lowest for ability scores.

Racial

Half-Orc, Half-Elf, Human use Pathfinder Racials
http://paizo.com/pathfinderRPG/prd/races.html

Undead, Troll, Orc, Tauren, Blood Elf, Goblin, Dwarf, Gnome, Night Elf use racials found in WoWRPG source books

Draenei, Worgen Racials found off this site

Classes

Just about any class from any source book is free game as long as it fits into the world. But you must stick with that class anytime you plan on taking another level in that class. For example if you decide to you WoW campaign setting Rogue then you can't suddenly take levels in the Core Rogue (Not that you would really want to)

Death

Raise Dead is a 9th level spell

Resurrection and True Resurrection do not exist in the world.

If it is in the Deity's best intrest/kindness a Miracle can have the effects of a Resurrection but only once.

Reincarnate works as normal but the player does not gain control of the Reborn Hero. The Heros memories must be magically (or physically ) unlocked.

It is a life changing event for a Hero to be wrenched from the after world to the living one. A Raised Hero always shows signs of his "rebirth" whether it be whitened eyes or mentally ill.

Combat
Hero point system is in place (as well as the Villain point system)

Double Nat 20s are instant kill. Sometimes David kills Goliath

Size based Massive damage with scaling save variant is in use. A creature’s massive damage threshold is equal to 50, plus or minus 10 points for every size category larger or smaller than Medium. Whenever a creature takes damage that equals or exceeds this value, it must succeed on a DC 15 Fortitude save or suffer the effects of massive damage. For every 10 points of damage dealt by an attack in excess of a character’s massive damage threshold, increase his Fortitude save DC by 2. A fly doesn't get hit head on by a giant's club and survive....

Magic Items
Stat boosting items are 100% more expensive and extremely rare. Yes +6 belts of strength exist but only the greatest of heros (villains) would have the means of acquiring them. Causes a greater need for buffing spells and potions.

Those are my basic rules. I allow my PCs to have buffed ability scores because they are after all playing heros (or anti-heros) of their faction. Their actions change the world. That being said death is much more devastating to the party. It makes the party think twice before rushing into the middle of the battlefield. Yeah a wizard can kill 50 Orc peons with a single spell but all it takes is one good Hasted Full-Attack backstab to kill even the mightiest mage. Granted a high level priest could bring that wizard back (with giant penalties) but that requires finding a good priest willing to do so. Also this gives evil warriors and evil wizards a greater want to gain immortality through twisted means such as Lichdom or Death Knightdom.[/u]

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#15 [url]

Jan 29 10 12:47 AM

Re: House Rules

Xelloss wrote:
- Spells have no material component, except those with high costs, like those requiring 5000 gp in diamonds.

- There's no Eschew Materials feat.


Haha I make my wizard follow core rules on magic. I figure if you want to play the most powerful class you need to play by the rules plus it makes the class that much more interesting. (also makes players think about playing druids/clerics/sorcerers before choosing wizard)

Real life moment Friend 1 to Friend 2: DUDE my spellbook is on fire! Save it! I don't have have enough hp to survive the lava!

Xelloss wrote:


- Not really a variant, more like not using the official errata: To damage a weapon or armor, the weapon used for the sunder needs to have at least as much enchanement bonus as the target equipment.

- Cross class skills cost 2 skill points per rank only for the first 5 ranks, after that they cost 1 point (they're still restricted to cross class max ranks)

- Characters increase abilities every 3 levels instead of 4


I really like these, I think I will add to my game.

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