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T O P I C    R E V I E W
Yasraena Posted - 30 Mar 2003 : 08:25:50
Here's a question for all you GM's out there. What kind of house rules do you use, if any, and why?
In my campaign, I use ICE's Rolemaster system. If any of you are not familiar with this system, the combat is VERY realistic and deadly because of the critical tables used in combat, to the point of being able to kill even high level characters with a single weapon hit or spell. Because of this, I allow what is known as 'Fate Points' to pc's. They are gained with each level the PC gains, 1 for 1, kind of like karma. They can be used to re-roll any instant death critical that I happen to roll against them. One fate point per re-roll, and it must be an instant death crit.
Really interested in hearing from you all.

24   L A T E S T    R E P L I E S    (Newest First)
Bookwyrm Posted - 21 Apr 2003 : 19:42:55
I know there are always the extremists -- jeez, you're sounding like my older (and "wiser" he says) brother.

Anyway . . . yes, it does sound like fun. The battles . . . maybe not. But the rest of the game sounds like it could be enjoyable. Acting out tavern encounters and such . . . . The real acting of it.

*sigh* If only they'd invent a Star Trek holodeck -- I've always wanted to use one of those to visit the Realms.

'Scuse me. I think I'm getting a bit to far into geek mode.
Mournblade Posted - 21 Apr 2003 : 17:27:59
Bookwyrm you just have to realize there are ALWAYS going to be people who take it too far. You just have to learn to live them. When you have a roleplaying tabnle top group it is easy to weed these people out. Unfortunately, when you have organizations like Live Action Role Play (the one I am in is called LAIRE) you just have to put up with the 30% or so that are Always in character. Sigh.

BUT it is cool because you get to fight with padded weapons (strict safety requirements) PVC covered in plumbing foam, and ofcourse you get fighter skills you can call out to make up for any lack of fighting ability. Our spells are very small bean bags. You have to quote a spell verbal, "I call upon Darkness and Terror to Kill you and wreak Havoc upon your soul" and throw it and HIT your target. Of course in the game I am in, I am a WARLOCK which means I can point at people with a perfect aim skill. I also wear platemail, and use a shield, so nobody expects me to be a warlock. Until their character is dead or feebleminded

Other verbals:
I summon forth an Eldritch Fireball, I weave a protective and warding aura of Invulnerablity, I draw upon the earth to aid me and heal this person"

It is fun:)
Bookwyrm Posted - 21 Apr 2003 : 07:39:32
The live-action sounds like fun. I've always liked acting (though I was only good compared to the rest of the class in school) and turning a game of D&D into a moving play sounds enjoyable.

What I don't want are people who don't want to come out of character. Espcially when the game hasn't started yet. ("Hi Bob!" "Well met, Arana of Silverymoon.") I love in-character things (it's how I get a feel for any character I'm writing about) but there is such a thing as taking it too far.

Hmm -- I feel a new thread coming on . . . . 'Scuse me while I get a fresh roll of parchment.
Lazerrus Posted - 21 Apr 2003 : 07:17:42
Acctaully I have LARPed before one at it was quite, well shall I say strange. Didn't care for it much. But what I refer to is the group that comes to the table dressed as their pc's to play not the live action players.Acct
quote:
Originally posted by mournblade94

Over the top costumed role players are called live action roleplayers. They are not really over the top, in fact it is also some of the best roleplaying you get. If you haven't tried Live action you should give it a shot, you will be amazed at how awesome it is.



Mournblade Posted - 21 Apr 2003 : 01:27:06
Over the top costumed role players are called live action roleplayers. They are not really over the top, in fact it is also some of the best roleplaying you get. If you haven't tried Live action you should give it a shot, you will be amazed at how awesome it is.

kahonen Posted - 21 Apr 2003 : 01:16:56
quote:
Originally posted by Lazerrus

Show me any game without some type of house rule being involved and I'll show you a noob group. I play in Yasraena's Rolemaster game and run AD&D 2nd myself and we both use some type of house rule. I guess it really depends upon the play style of your own group. When I say style I mean hack and slash players all the way to the over the top costumed roleplayer types. The important thing is to develop a medium that is both accepted, respected, by the group as a whole. One that comes into mind in both of our campaigns is a additional stat called perception. This is used to have a chance of seeing, hearing, or smelling something that you may normally not have the chance of doing. Peace on this........

Another important factor to bear in mind is that any house rules introduced are introduced "for both sides" so, for example, allowing PC clerics to spontaneously cast all spells without memorising them will also allow NPC clerics to do the same.
Yasraena Posted - 20 Apr 2003 : 03:23:28
quote:
Originally posted by Lazerrus

Show me any game without some type of house rule being involved and I'll show you a noob group. I play in Yasraena's Rolemaster game and run AD&D 2nd myself and we both use some type of house rule. I guess it really depends upon the play style of your own group. When I say style I mean hack and slash players all the way to the over the top costumed roleplayer types. The important thing is to develop a medium that is both accepted, respected, by the group as a whole. One that comes into mind in both of our campaigns is a additional stat called perception. This is used to have a chance of seeing, hearing, or smelling something that you may normally not have the chance of doing. Peace on this........



Just a quick correction bud.
Perception in RM is a developed skill, in your game it's a stat (house rule). And a great house rule at that!
(just ignore those sucking sounds, ok? )
Lazerrus Posted - 20 Apr 2003 : 02:57:20
Show me any game without some type of house rule being involved and I'll show you a noob group. I play in Yasraena's Rolemaster game and run AD&D 2nd myself and we both use some type of house rule. I guess it really depends upon the play style of your own group. When I say style I mean hack and slash players all the way to the over the top costumed roleplayer types. The important thing is to develop a medium that is both accepted, respected, by the group as a whole. One that comes into mind in both of our campaigns is a additional stat called perception. This is used to have a chance of seeing, hearing, or smelling something that you may normally not have the chance of doing. Peace on this........
Mournblade Posted - 11 Apr 2003 : 21:52:10
It is EXACTLY because paladins of Sune must be more lovely. They are ambassadors after all. IT has NOTHING to do with balance really, it is just a story aspect.

Bookwyrm Posted - 11 Apr 2003 : 19:35:47
Branmakmuffin--

Please, as a courtesy to the other scribes (especially me ) please don't use your "Edited in response to..." method of replying. Usually I can figure it out, but it really messes up the flow of my reading. I have to scroll down to find what you're talking about. And then there's the fact that the people you're talking to are far less likely to read what you've entered.

And all that aside, it took me some time to figure out what the heck you were talking about. And if I'm confused, then what about the people for whom English is not their native language?

So just start a new post from now on, please. If you're worried about accusations of "post-count monger" then don't worry. I don't see any problem with it, so I can pretty much guarantee no one else will.
Mournblade Posted - 11 Apr 2003 : 03:00:13
Hail Bran!

Actually what I meant to say was I keep the 1st ed Cha 17 requirement for Paladin's of SUNE ONLY. It is not a balance factor, it is more just a game thing. Also demonstrating the rarity of Sune's Paladins, while forcing players that wish to have Sune as their goddess place their abilities very carefully.
branmakmuffin Posted - 02 Apr 2003 : 22:21:29
zemd:
quote:
My english needs to be improved...


No, my wording was ambiguous.

Your English is certainly better than my French. :)

Edited in response to mournblade94's 10 Apr 2003 23:43:43 post from here:

Why do you maintain the 1e CHA requirement for 3e Paladins? Did you find that Paladins' powers are too over-balancing, so you needed to put a check on them?

Just curious.

Edited in response to mournblade94:

Is it because you simply don't like the idea of Sune having Paladins, and so make it more diffucult for a PC to be one, or is it because she's the goddess of love, and so her Paladins must be more "lovely"?
zemd Posted - 02 Apr 2003 : 22:15:20
My english needs to be improved...
branmakmuffin Posted - 02 Apr 2003 : 21:57:13
quote:
Originally posted by zemd

quote:
Originally posted by branmakmuffin

[quote]
priests can spontaneously cast cure (or cause) wounds spells



That's a standard rule





Yes, I didn't mean to imply that that was a house rule. I should've said "in addition to being able to spontaneously cast cure/cause wounds spells ..."
zemd Posted - 02 Apr 2003 : 18:41:52
quote:
Originally posted by branmakmuffin

[quote]
priests can spontaneously cast cure (or cause) wounds spells



That's a standard rule

branmakmuffin Posted - 02 Apr 2003 : 18:29:49
quote:
Originally posted by Mumadar Ibn Huzal

Two immediate houserules come to mind which I use in my games:

1) Initiative rolls every round - the chaos of battle doesn't stick to a fixed sequence per encounter.

2) Priests can select the spell the cast at the moment of casting. They do need to observe the normal 'meditation / prayer' time each day, but do not have to prepare a spell selection for the day. A sort of enlarged spontaneous casting rule. Or similar the casting of a Sorcerer.



I do something similar, but not quite so powerful: priests (another house rule: no such think as generic "cleric") can spontaneously cast cure (or cause) wounds spells as well as spells from the two domain lists they select as their specialities.
zemd Posted - 02 Apr 2003 : 13:10:33
quote:
Originally posted by Yasraena

quote:
Originally posted by zemd

Usually it's not alloweded. In what i created, only the Solar/Vampire could work with standards rules (and it's really unusual, a Solar is a Celestial, dedicated to Law and Good, the Vampire is exactly the contrary) Futhermore, only templates can be added to a race. I added 2 races (Elementals) and 1 template (Vampire) to an existing race (Solar)

And i forgot the moral checks, i don't use them.



That's interesting. How can Law/Good and Chaos/Evil be in the same creatures make-up? I'd think that these things, being complete opposites, would prohibit something like that from taking place. But if it did, talk about a schizophrenic creature!
Evil side - "We must kill them all!"
Good side - "No we can't!"
Evil side- "Yes we must!"
Good side - "No we can't!"


Did you make this type of celestial a 'fallen' type to be able to do this? I think that would really be the only way that a creature like this could even exist.



In my first post i say that it's a Corrupted Solar. So i made his wings are cut in an ever bleeding scar
Yasraena Posted - 02 Apr 2003 : 10:23:04
That's right exactly Bookwyrm. Initiative should be at the beginning of every round (at least according to the PHB). I use individual initiative, with casting times, weapon speed, reaction adjustment, etc. Some use party init, where one person rolls for the whole group, but that isn't very realistic IMO.
Bookwyrm Posted - 02 Apr 2003 : 06:14:48
quote:
Originally posted by Mumadar Ibn Huzal

Initiative rolls every round - the chaos of battle doesn't stick to a fixed sequence per encounter.



I haven't read the combat chapter in my Handbook yet, since I'm obviously not going to be gaming anytime soon, but I would have thought that initiative rolls weren't just at the start. Doesn't make sense for that. (Glad to know you think the same.)
Yasraena Posted - 31 Mar 2003 : 22:02:04
quote:
Originally posted by zemd

Usually it's not alloweded. In what i created, only the Solar/Vampire could work with standards rules (and it's really unusual, a Solar is a Celestial, dedicated to Law and Good, the Vampire is exactly the contrary) Futhermore, only templates can be added to a race. I added 2 races (Elementals) and 1 template (Vampire) to an existing race (Solar)

And i forgot the moral checks, i don't use them.



That's interesting. How can Law/Good and Chaos/Evil be in the same creatures make-up? I'd think that these things, being complete opposites, would prohibit something like that from taking place. But if it did, talk about a schizophrenic creature!
Evil side - "We must kill them all!"
Good side - "No we can't!"
Evil side- "Yes we must!"
Good side - "No we can't!"


Did you make this type of celestial a 'fallen' type to be able to do this? I think that would really be the only way that a creature like this could even exist.
Mumadar Ibn Huzal Posted - 31 Mar 2003 : 12:16:07
Two immediate houserules come to mind which I use in my games:

1) Initiative rolls every round - the chaos of battle doesn't stick to a fixed sequence per encounter.

2) Priests can select the spell the cast at the moment of casting. They do need to observe the normal 'meditation / prayer' time each day, but do not have to prepare a spell selection for the day. A sort of enlarged spontaneous casting rule. Or similar the casting of a Sorcerer.
zemd Posted - 31 Mar 2003 : 10:32:44
Usually it's not alloweded. In what i created, only the Solar/Vampire could work with standards rules (and it's really unusual, a Solar is a Celestial, dedicated to Law and Good, the Vampire is exactly the contrary) Futhermore, only templates can be added to a race. I added 2 races (Elementals) and 1 template (Vampire) to an existing race (Solar)

And i forgot the moral checks, i don't use them.
Bookwyrm Posted - 31 Mar 2003 : 04:35:38
What does that mean?
zemd Posted - 30 Mar 2003 : 13:46:23
I only use one houserule, it's for monsters templates. I made Fire elemental/Water elemental/Vampire/Solar corrupted. It's the main villain of my campaign

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