Discussion:House rules, lets share.
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Everyone have some, what about yours?
If I am DM I usually use this house rules, if I am player I talk with the DM about why I like them and why he should use them. Of course usually he uses another set of house rules.
No double cost for cross class skills; the maximum rank remains unchanged. I think players like a little more freedom, and I usually let them decide few skill are always in-class based on the character background.
In order to reduce the penalty of multiclassing we use a slightly different way to calculate Saving Throws and Base Attack Bonus.
Saving Throws: A / 3 + B / 2 + 2 * C A = number of levels in a class with 'Good Save' B = number of levels in a class with 'Bad Save' C = number of classes with 'Good Save'
Base Attack Bonus: A + B*2/3 + C/2 A = number of levels in a class with 'Best Attack' B = number of levels in a class with 'Medium Attack' C = number of levels in a class with 'Worst Attack'
Of course the final value is truncated. This way you cannot have a Level 2 Something / Level 2 Somethingother with still a 0 save.
Diverse Feat Requirement
A Character can take a Feat ignoring the Ability Requisites, but she does not have any Benefit if she does not meet them. If the Feat was used to take other Feats those are disabled too: the Ability Requisite is implicitly of those Feats too. Those Feats do not allows to join Prestige Classes.
I always found strange that a Fighter with 10 of Intelligence and a Band of Intellect +6 cannot take `Combat Expertise', this is the reason of this house rule; of course if that Fighter loses the Band he wont be able of use the feat anymore.
2 + Int skill points, what Int?
If a player constantly have an increased (or decreased) intelligence we consider that modified value as bonus for skill points.
So? What small rules modification your party adopt? Do you like them?
Some of the house rules I use is that you can have fumbles on skills but not crits. Also for the dragon born I use two versions. Bahumat and Tiamet. Also I have a rule that you can give up your armor bonus to AC and roll 1d20+base attack bonus, but you get a -4 attack next turn. This is called parrying and you cant do it without a weopon.
my house rules are few,but there might be more in the furture(I'd started playing for two months)
Dualweilding When weilding two one-hand Weapons, you have two new basic attacks
- The Rule almost the same as the normal melee attack,expeact that you can two creatures and you deal 1[W] damage to each,or you could use both weapons upon one creature and deal it 2[W] damage.
Staff Fighting me and my player's characters weapons can turn into double bladed staffs,in wich casue i needed to make some new rules. Here they are.
- The Rule same as dualwelding,expect when attacking two creatures,they must be at oppitse sides of you.
Sir Dinadan (talk) 15:58, 1 October 2013 (MDT)
- Natural Attacks
- Great Cleave
Every character gains 1 bonus skill point per level (x4 at first level). These skill points may only be applied to craft, knowledge, perform, or profession skills.
- Heavy Armor Master scales with level (DR 1 + proficiency bonus).
- Mountain Dwarves can choose Stability instead of armor proficiency (advantage to ability checks and saving throws made to avoid being knocked down or forcibly moved).
- Entire party uses one stealth roll by member with worst modifier. Successful stealth = surprise round.
My house rules are pretty straightforward. For some reason, when I first started playing, I thought that all spell modifiers were the spell attack bonus, so now whenever a spell says to add my spell casting modifier I add my proficiency along with it. PickleJarPete (Talk)