House rules that you've created

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So what are some of the house rules that you have come up with in your games?

One of the ones we came up with is crital hits on subdual damage.  If you confirm critical the character/player is staggered for 1 round and needs to roll a fort save of DC 15 else is knocked out.



 

IMAGE(http://www.nodiatis.com/pub/23.jpg)

So what are some of the house rules that you have come up with in your games?

One of the ones we came up with is crital hits on subdual damage.  If you confirm critical the character/player is staggered for 1 round and needs to roll a fort save of DC 15 else is knocked out. 


May I ask what inspired this? You've basically made crit-fishing builds insane action-denial machines with it. (It's not as bad as it seemed at first glance since to my knowledge there are no weapons with an increased threat range that can deal nonlethal damage without the -4 penalty, but there's ways of removing that penalty as well - Justiciar for certain (with a quick dip, too), and I think a few other PrCs, and there may be a weapon enhancement out there as well. If those exist, slap 'em on TWF'ed kukris and let the bodies hit the floor.)




Our group makes minor tweaks here and there (i.e. ignoring the Complete Psionic nerfs of Astral Construct and Primal Fear, or coming up with ad-hoc rulings when you do things like Telekinetic Thrust your target into the floor), but the only whole-cloth thing we've added to our games is allowing people to spend action points when it isn't their turn (and occasionally ignoring the 1/round limitation; normally the only way you can do this is if you're using the "Not Dying" option), provided what they're trying to accomplish is sufficiently awesome.

Of course, there are alternatives as well. We've designed a lot of new game elements over the years (our group grew out of what would eventually become Untapped Potential: New Horizons in Psionics and Dreamscarred Press), and we've got a lot of development/testing under our belt as well (some of us were involved in focus groups for the 3.5 Rules Compendium and the 4e PHB, and those in our group who played Star Wars: Saga Edition were involved in the playtesting of multiple books), so if you add those elements to the list of "house rules", it's pretty expansive. Two common examples that only really showed up on these boards would be Sublime Way variants on the marshal and the ranger.

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

Short of the total destruction of your body you can't die in a round in which you receive magical healing after the circumstances that would have killed you were incurred.  This does *NOT* negate whatever "killed" you although if whatever "killed" you permits a saving throw you get a new one next round.

May I ask what inspired this? You've basically made crit-fishing builds insane action-denial machines with it. (It's not as bad as it seemed at first glance since to my knowledge there are no weapons with an increased threat range that can deal nonlethal damage without the -4 penalty, but there's ways of removing that penalty as well - Justiciar for certain (with a quick dip, too), and I think a few other PrCs, and there may be a weapon enhancement out there as well. If those exist, slap 'em on TWF'ed kukris and let the bodies hit the floor.)




The primary catalyst was the fact the guys I game with had, shall we say, sorted pasts and have take guys down with a single hit with a fist.  Now translating that into D&D world they rolled a 20 on subdual damage.   They didn't pummel the guy until he passed out (reducing hit points) it was a single well placed punch.

That being said, in our campaign we came across an instance where such a scenerio occurred. The character (non-monk) had unarmed combat and specified was doing subdual damage, then they rolled a 20.  Now to us the idea of rolling a 20 (and confirming critical) is you hit the "sweet spot" that did extra damage but to translating that to subdual is you clobbered the guy a good one.  From there it's not a difficult stand point that if the character receiving the damage doesn't have a high fortitude they would stand a chance of getting knocked out by it, thus the fort save.

IMAGE(http://www.nodiatis.com/pub/23.jpg)

Short of the total destruction of your body you can't die in a round in which you receive magical healing after the circumstances that would have killed you were incurred.  This does *NOT* negate whatever "killed" you although if whatever "killed" you permits a saving throw you get a new one next round.



Ok so let me see if I get this straight... If my character drops below 0 hit points, then gets magiclly healed (potion or spell), his hit points can't fall below -9 unless the body is completely destroyed due to the influence of the magical healing.  Is that right?

IMAGE(http://www.nodiatis.com/pub/23.jpg)

One major houserule I've got is soul trauma, which replaces the normal level loss for being returned from the dead.  Instead of losing a level, the character suffers a -1 penalty to all attacks, checks, and saving throws for 1 week after returning to life.  If the character dies again during that week, the penalty increases by 1 and the duration resets.  Finally, although it's unlikely to ever come up, if a character's soul trauma penalty ever equals or exceeds their Hit Dice, the repeated spiritual strain literally destroys their soul.  They're dead, and no mortal means can revive them.

People in my campaign seem to hate raising their allies from the dead, and this was intended to soften the long-term effect of returning to life.
Short of the total destruction of your body you can't die in a round in which you receive magical healing after the circumstances that would have killed you were incurred.  This does *NOT* negate whatever "killed" you although if whatever "killed" you permits a saving throw you get a new one next round.

Can they still die from hit point damage in the next round if the healing didn't restore them to -9 hit points or higher?

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Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
The primary catalyst was the fact the guys I game with had, shall we say, sorted pasts and have take guys down with a single hit with a fist.  No translating that into D&D world they rolled a 20 on subdual damage.   They didn't pummel the guy until he passed out (reducing hit points) it was a single well placed punch.


Death Attack, Stunning Fist, Freezing the Lifeblood, Quivering Palm, assorted Ambush feats + a feint, assorted "takedown" class features (see the Justiciar or the Bloodhound for examples) and less exotic methods of generic damage boosting or description (i.e. sneak attack; if the victims aren't PCs then they don't need much sneak attack to be able to do this) all capture this already without allowing the PCs (who, on average, make more attack rolls than NPCs and thus benefit more from houserules like this than the NPCs themselves do!) to do the same trick for free. 

That being said, in our campaign we came across an instance where such a scenerio occurred. The character (non-monk) had unarmed combat and specified was doing subdual damage, then they rolled a 20.  Now to us the idea of rolling a 20 (and confirming critical) is you hit the "sweet spot" that did extra damage but to translating that to subdual is you clobbered the guy a good one.  From there it's not a difficult stand point that if the character receiving the damage doesn't have a high fortitude they would stand a chance of getting knocked out by it, thus the fort save.


It also follows that "clobbering them a good one" is simply dealing double nonlethal damage. Why would "hitting the sweet spot" not work for describing both a normal crit and a nonlethal crit? Most classes with high Fortitude also have high hit points, which includes that same resistance to getting clobbered.

The reason I'm latching on to this is that it's easily exploitable by the PCs and serves more to benefit them than the NPCs for whom it's designed: PCs roll more critical hits over the course of the game than any one NPC, so they'll benefit more than the NPC. If this cost a feat instead, it benefits the NPCs (for whom a feat is less of an investment, since you can easily replace the NPC with another, while PCs, being continuous entities, generally have a harder time changing feats). The feat cost also reflects training rather than luck - that "history of taking down guys with a single hit" can't entirely be due to them getting lucky, or else they lose all sense of menace. And if you're spending a feat on this anyway, there already exist feats to do what you're talking about (particularly Freezing the Lifeblood; watch Serenity and if you can see the Operative doing what your NPCs are doing, then Freezing the Lifeblood is appropriate).

It's really the same logic that powers On The Philosophy of Class Design, just applied to houserules. The only observation missing from that thread that I'm applying here is summed up in the previous paragraph. It's also the same thing that makes Vitality / Wounds systems unfun - in those systems, normal hits deal Vitality damage (think HP) while critical hits deal damage to Wound Points (which are equal to a character's Constitution score in most cases, and generally do not increase with level; note that attacks don't deal double damage on a crit but the low value of wound points means they don't have to). Since PCs have more attacks aimed at them over the course of a campaign, that's more chances for a natural 20 to fall against them, and since wounds do not improve with level, it's easy for a mook to take down a PC with a lucky shot. In fact, when Star Wars: Saga Edition was announced and they did away with vitality/wounds in favor of HP, there was an article demonstrating this numerically. Your rule follows the same general pitfall, and I'm trying to keep the effect while dodging the pit.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

I can definielty see your point, the only thing is that 99% of the time PCs and NPC aren't trying to do non-lethal subdual damage, they are trying to kill the other group.  The instance in our campagn happened during a bar fight where the dwarven barbarian PC was going up against a local thug.

As for this being something that the PC can exploit, if they can roll 20s enough to cause this to be an issue I would be more concerned about them getting new dice than knocking out my NPCs.

IMAGE(http://www.nodiatis.com/pub/23.jpg)

I can definielty see your point, the only thing is that 99% of the time PCs and NPC aren't trying to do non-lethal subdual damage, they are trying to kill the other group.  The instance in our campagn happened during a bar fight where the dwarven barbarian PC was going up against a local thug.

As for this being something that the PC can exploit, if they can roll 20s enough to cause this to be an issue I would be more concerned about them getting new dice than knocking out my NPCs.


Except with a houserule like this, nonlethal damage has a pretty decent chance of denying the opponent an action (giving your team a huge bonus) as well as a smaller chance of knocking out the target completely (effectively dealing 100% of their current HP as damage). And you can threaten critical hits on a much wider range than that (typically 15-20 on builds aiming to max out threats).

A quick example: Grab any Revenant Blade build (TWF + critical hits are this class' bread and butter) and slap a level of Justiciar on it. (Justiciar is easy to qualify for as a ranger, although it takes an extra feat, so add it at level 11 when you're done with Revenant Blade. Bloodhound doesn't cost a feat beyond what rangers normally get, but it gets its nonlethal ability at 2nd instead of 1st.) Use a double scimitar with Blood in the Water and anything to give you extra attacks (Tiger Claw boosts, Avalanche of Blades, whatever - the critical hit under your rule doesn't need to deal damage.) You can expect the PCs to deal one or two critical hits every round this way (and in builds like this, they virtually always confirm), which denies the target their move or standard action on the following round and has a 5% chance of knocking out any target vulnerable to nonlethal each time it happens (and a bigger chance of doing it on fragile targets; the only way to prevent this is to block natural 1s on the Fortitude save, which is possible but usually costly), in addition to dealing double normal damage as nonlethal damage (and in a Revenant Blade build? That's substantial.) Since targets fall unconscious anyway when nonlethal damage = current HP (i.e. Nonlethal + Lethal damage = total HP), and you've removed the penalty for doing nonlethal thanks to Justiciar, you are literally not losing anything by doing this trick. Against foes like undead or those immune to nonlethal, just switch to lethal; most of these are immune to crits anyway so your houserule provides no advantage.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

Show
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

Our group also dislikes the level loss from being raised.  Instead, once you are raised, you get a negative level.
This negative level lasts until you gain another level of experience.  

We don't play with experience loss either.  Spells that require XP use the 5gp per 1XP.  No XP costs for magic item crafting.  

Another thing we thought was lame was 1 potion a day, or 1 scroll a day.  Really?  It takes 8 hours to create a potion of endure elements?

Scroll/Potion Creation Time:
1 day per 1000gp base price. If the base price is less than 1000gp, divide 1000 by the base price.
This is how many scrolls or potions you can create in one day, up to a number equal to your level.
Ex: Xxylleos is 3rd level. He wants to make as many magic missile scrolls as possible. 
Base GP cost is caster level (3) x spell level (1) x 25gp = 75gp. 1000 / 75 = 13 scrolls.

Xxylleos can make 3 scrolls of magic missile in a day because of his level cap.
If he were 13th level, he could crank out all 13 (though they would still be set at caster level 3.)

Ex: Xxylleos is 3rd level. He wants to make as many Jump potions as possible. 
Base GP cost is caster level (3) x spell level (1) x 50gp = 150gp. 1000 / 150 = 6 potions.

Xxylleos can make 3 potions of jump in a day because of his level cap.
If he were 6th level, he could crank out all 6 (though they would still be set at caster level 3.)


We have a few more listed on our little campaign website: www.freewebs.com/thyatia/
Its a hybrid homebrew/Greyhawk (I squished our old campaign onto the Greyhawk world to make playing easier - adult life is sometimes too damn busy)

My Homebrew Website: www.freewebs.com/thyatia/

"It was a great tactic, and our GM applauded us. Sadly the Werewolf burst free in only two rounds, and killed everyone but the Sorceress who teleported away with only one arm." - Tetsuoh

"Having absolutely no ranks in any knowledges, my beloved Ric Flair based monk/rogue took off running immediately and attempted suicide by jumping off the bridge we were fighting on." - spitewrathhatred

"He asked me how old my character was (I said 82), and then rolled what his maximum age was. Because the number he rolled was less than what I had said, he informed me that my Bard was dead, and that I needed to make a new character." - King_of_the_Pudding

Short of the total destruction of your body you can't die in a round in which you receive magical healing after the circumstances that would have killed you were incurred.  This does *NOT* negate whatever "killed" you although if whatever "killed" you permits a saving throw you get a new one next round.



Ok so let me see if I get this straight... If my character drops below 0 hit points, then gets magiclly healed (potion or spell), his hit points can't fall below -9 unless the body is completely destroyed due to the influence of the magical healing.  Is that right?




No.  I said nothing about how low the hit points can go.  I'm saying that even if you're below -10 you don't die in a round you get magical healing.  If a hit drops you to -20 and you get a CLW for 5 you're at -15 but alive.  Since you're below -10 you'll die next round if you don't get more healing.
Short of the total destruction of your body you can't die in a round in which you receive magical healing after the circumstances that would have killed you were incurred.  This does *NOT* negate whatever "killed" you although if whatever "killed" you permits a saving throw you get a new one next round.



Ok so let me see if I get this straight... If my character drops below 0 hit points, then gets magiclly healed (potion or spell), his hit points can't fall below -9 unless the body is completely destroyed due to the influence of the magical healing.  Is that right?




No.  I said nothing about how low the hit points can go.  I'm saying that even if you're below -10 you don't die in a round you get magical healing.  If a hit drops you to -20 and you get a CLW for 5 you're at -15 but alive.  Since you're below -10 you'll die next round if you don't get more healing.


So, an equivalent way of phrasing the rule is that you change the rule that says "If your HP fall below -10, you die" to allow them to live for one round after falling to -10 (because if they didn't, they'd die instantly at hitting -10 and have no opportunity for healing). It now says something like "A character whose HP are below -10 for more than one round dies. A character cannot die in the same round they receive magical healing (although they can still fall unconscious)." I'm not quite sure how to interpret your saving throw rule unless it means something like "If a character dies due to a death effect, and they receive magical healing in the following round, they can re-attempt the saving throw against the death effect. If they succeed, they're alive at (some hit point value) and unconscious. If they fail, they die the following round (unless they receive more magical healing)."

Essentially, you change the "die at -10" to "die one round after -10" and give all magical healing a "delay (actual) death" effect similar to how it already has a "stop bleeding / stabilize" effect.



Btw, Phrennzy, could you remove the HTML formatting on your houserule (either click the HTML button and dive in there, or copy/paste your rule through a raw text editor rather than directly from its webpage)? It's kind of breaking the style sheet here.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

I used to use really involved 3.5 house rules. Now we have some basic ones, because most of our players have become more casual. 



  • No multiclassing penalty

  • No XP

  • Don't craft anything

  • No favored classes

  • Any race can take any class/prestige class/feat

  • No alignment. Alignment effects don't exist. 

"In a way, you are worse than Krusk"                               " As usual, Krusk comments with assuredness, but lacks the clarity and awareness of what he's talking about"

"Can't say enough how much I agree with Krusk"        "Wow, thank you very much"

"Your advice is the worst"                                                  "I'd recommend no one listed to Krusk's opinions about what games to play"


No.  I said nothing about how low the hit points can go.  I'm saying that even if you're below -10 you don't die in a round you get magical healing.  If a hit drops you to -20 and you get a CLW for 5 you're at -15 but alive.  Since you're below -10 you'll die next round if you don't get more healing.



Ahh gotch ya, basiclly if you have a healer working on you or someone dumping healing potions down your throat the magic will sustain you.   So if you have a cleric cast a cure light one round and it's not enough to bring you back that round you're not actually dead yet and it gives them time to heal you again.

IMAGE(http://www.nodiatis.com/pub/23.jpg)

i don't know if you call this a House Rule but i don't make my players or my self "check Crits" i found we dont Crit that much anyway little lone enought to "check it"
We never were clear on this one:  (so house ruled), melee touch attacks were finesse, even druid flameblade (no str bonus)
We never were clear on this one:  (so house ruled), melee touch attacks were finesse, even druid flameblade (no str bonus)

I believe there actually is an official rule on this, possibly in Complete Arcane or Complete Mage.  Since an unarmed strike or natural attack is works for Weapon Finesse, so do melee touch attacks.

Of course, it's possible that I'm misremembering, and this is just another "Houserule that makes sense".
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User Quotes
56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
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