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T O P I C    R E V I E W
Faramicos Posted - 25 Jul 2005 : 14:16:00
As many other DM´s i have made my own rules as a personal improvement to the excisting 2nd edition system (to cheap to invest in 3rd edition). I have made a series of house rules and i came to wonder what improvements my fellow DM´s have made. Please list your own rules for the good of general gaming...
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warlockco Posted - 25 Jul 2005 : 20:10:45
On the subject of Initiative. Its a rule my group uses for GURPS, but can be applied to D&D just as easily.

(Dex + Int)/2 = Initiative modifer

Reason being is muscle reflex (Dex) and synaptic function (Int) makes for quicker reactions.
Faramicos Posted - 25 Jul 2005 : 15:57:52
The players are allowed to buy these points every time they get XP and only then. Furthermore they can only use the XP given to them at that time. That will say that they cannot use the XP given to them last session. Only those from today. It is a cool rule that can turn the tide and gives the players a little extra to think about.
Macresto Posted - 25 Jul 2005 : 15:15:29
I like that rule, Faramicos. Provides the players with more options.
Are the XP cost deducted from the current XP or from their future-awarded xp ?
Faramicos Posted - 25 Jul 2005 : 14:36:05
HE HE HE... Of course you can have my own rules. To eager to hear yours. I have made a rule using the term hero-points. It is a rule that allows the players to purchase these points for their XP. 500 for 1, 1000 for the second, 1500 for the third and so on. These points are meant as a mean to give the heroes somthing extra to underline their status of heroes. The point can be used to make the opponent rerole a dice, give a bonus of +5 to att and dam for a single attack and give a +5 bonus to any ability for a single role of the dice. It is a cool rule that gives the players the ability to do something realy spectacular. Of course there are also villain points for the major villains they encounter. It is a wellbalanced rule, that works well in an adventure. My players love it.
Jindael Posted - 25 Jul 2005 : 14:26:01
It’s been a long time since I played 2ed, and I don’t remember many of the house rules that we came up with. However, I’ll list a few that I do remember.

No level limits on non-human races.

Humans can multi-class, demi-humans can dual class.

Your modifier to dexterity reduced your initiative. It also reduced the penalties for 2 weapon fighting.

Er..wow, that’s all I can remember now…heh.
Macresto Posted - 25 Jul 2005 : 14:23:55
My very first house rule (for 2nd edition):
MOINT (modifier to initiative): Damage bonus str./2 + reaction bonus dex/2 = Modifier to initiative.
I love that little rule, because your ability scores then become even more important. It was written because I found it unrealistic that a 6 str and 6 dex had the same speed with the twohandedsword as did an 18/00 str and 18 dex fighter. Thus, MOINT would remedy.
The Sage Posted - 25 Jul 2005 : 14:23:20
quote:
Originally posted by Faramicos

I have made a series of house rules and i came to wonder what improvements my fellow DM´s have made.
How about you also share some of your own house rules with us here at Candlekeep?



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