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5 years ago ::
Aug 14, 2008 - 7:11AM
#71
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Oh, you have no idea how badly my feathers are ruffled at this! (Not at you for posting it, but at the original writer for even thinking it!) There used to be a rule that docked women in STR, but I can't remember if it was an obscure D&D supplement or some other system. I know it was dropped really quick. Well I don't know about that one but I know AD&D (1st Ed) limited how high females strength could be.
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5 years ago ::
Aug 14, 2008 - 9:18AM
#72
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Date Joined:
Sep 16, 2007
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2nd ED Game...
Fighters dont get weapon Prof's, a wizard was just as good in combat as a fighter was with weapons
Divine Spells had Spell failure from armor, all spell failure was DM rolled D% on 20 or higher it failed.
Healing gave XP = to 100 per point healed.
Level 1's with +6 or better magic items, enemies had +10 or better at all times....all this at lvl 1....
He eventually made a rule that stated when anyone cast a spell they gained XP = to lvl of spell X 100, this amounted to double or more XP from healing spells...
All spells had spell componenets you needed, which just happend to cost more then most low lvl magic items....
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5 years ago ::
Aug 14, 2008 - 10:08AM
#73
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We had a player (Star Wars) whose force-laden PC went bad. The rest of us decided he had to go. He was "always scanning for plots", so an assassination attempt was a bad idea, so three of us talked to the DM and had our PCs hypnotized. When certain conditions were met, all three would draw their blasters and fire. Being hypnotized, the plot wouldn't even be in their minds until it was triggered. Too late, Darth Moron! that's a seriously awesome idea.
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5 years ago ::
Aug 14, 2008 - 10:23AM
#74
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Date Joined:
Jan 29, 2007
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Wow. Just... wow. This makes me glad for the group I play in; the "worst offenders" of our house rules are critical fumbles and at one point, we had to make an attack roll to place are spells if a PC was adjacent to the area of the spell; it was only a DC 10 attack roll, though, because we just had to hit the suare we were aiming for. It was kind of funny that we had a harder time placing a spell if there was an ally nearby, but nobody really objected; it just meant we kept area spells away from the PCs unless we absolutely had to.
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5 years ago ::
Aug 14, 2008 - 10:56AM
#75
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Date Joined:
Jan 16, 2006
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Wow. I was expecting some much more evil stuff to come rolling out of people's mouths in this thread.
I haven't had much experience with bad house rules, but there is one that annoyed the **** out of me. The DM I played with most often says rolling up your character goes like this: 4d6, drop the lowest, reroll 1 and 2. So, yes, you're reading that correctly, the lowest possible Ability score you could have was 12. You could also reroll the whole batch of six if you didn't like it. Twice. Also, you get a free roll on the treasure tables for a minor magical item to go with your starting equipment. Guess what his games were like.
Dealing with that bull, and my friends 'rolling at home' and showing up to my games with 17/17/17/15/15/15 spreads put me on to point-buy REAL quick.
I don't feel this is a bad house rule, but I'm sure some of my players feel it is: two people who aren't YOU have to confirm what you roll for attack and skill checks. All of my players cheat, apparently -- one of them is notorious for it -- and it's for the dumbest of reasons. They can't stand to look useless, even for a second.
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5 years ago ::
Aug 14, 2008 - 11:36AM
#76
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Date Joined:
Aug 10, 2007
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I think my worst house rule was a homemade necromancer class.
Intelligence based divine casting with a "limited" spell list that pulled from both the cleric and wizard lists. A "sacrifice" ability that allowed for casting of spells without using up slots if the character dealt some amount of damage to them self.
Luckily, the player was our most experienced Player/DM so he didn't break it in half. He really only abused it one time when the party saw a formation of paladins marching about 500 feet away. He would cast Ice Storm using the sacrifice ability, take a ton of damage, and back pedal his movement. Then the barbarian in the group would follow him and feed him a potion to recover the damage. He ended up casting about 10 ice storms and obliterating the paladins.
Of course, the paladins were all lower level, and the fight was meant to be a blowout anyway. I just expected them to take them on in a more traditional fashion. But in general, the players enjoyed the experience and its still a favorite story.
After that he only used the ability sparingly.
Thank goodness for responsible players!
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5 years ago ::
Aug 14, 2008 - 11:56AM
#77
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Date Joined:
Apr 11, 2007
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Thank goodness for responsible players! Seconded! I'm DMing a group of older players right now (except my husband, the youngest of the bunch at 31) who are more interested in having fun and staying out of jail than in seeing what game rules they can break with loopholes.
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5 years ago ::
Aug 14, 2008 - 4:29PM
#78
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Date Joined:
Jan 10, 2008
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Ugh! How did he not defend against your plot if he knew everything? We just abandoned all stratagy. One second we were huddling about how to capture him and the next second we yelled "ATTACK". He was standing in front of the group giving an evil monologue, since we usually deliberate for a long time on everything and since it was completely spontaneous he didn't see it coming. Once he was captured we put him in a sack, put the sack in a box and put the box in an iron cage. I think he was in the middle of some complicated escape attempt involving hypnotizing our druid when we got sick of him again and pushed him in a lake. Just goes to show you, sometimes not thinking at all is the best option.
I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
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5 years ago ::
Aug 15, 2008 - 8:15PM
#79
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Date Joined:
Aug 15, 2008
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Every character's attack roll was equal to 20 minus level. You had to roll above this number minus your enemy's THAC0 to hit.
Armor didn't incur penalties; you were restricted by class, instead. If you multiclassed, you gained the proficiencies (if you could call them that) of that class.
Every character gained 1 plus modifier spells at 1st level; each level was +1 spell. That was it.
You couldn't move and attack in the same turn. There was no such thing as opportunity attacks or counterattacks.
You couldn't counter an attack with offensive magic -- unless it was specifically used for that purpose. You could only react with magic as a way to "interfere" with attacks.
You had 3 turns to bandage (save) a character who was dying at 0 hit points; or they died forever. Revive magic was practically impossible to come by.
A spellcaster who got knocked unconscious lost all of his spells when they came back.
Counterspell battles were resolved like Magic: the Gathering; everything went on a stack. You could counter with anything that made sense, though.
Your constitution bonus only applied at first level.
Assassins dealt double damage in melee. They also doubled damage when sneak attacking from hiding. You quadrupled your damage, in this case.
Skill and ability checks required you to roll below your statistic number; 20 was always a fail. Having a higher statistic number helped.
Rolling a 20 automatically hit -- but only provided a +1 to damage. I rolled a second 20, and then an 18, once, and he allowed me to quadruple my damage; to be fair, I was using an epic hero.
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5 years ago ::
Aug 15, 2008 - 9:42PM
#80
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Date Joined:
Sep 28, 2007
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^ Not as bad as Shiftkitty's, but still pretty bad.
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