Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Forgotten Realms Journals
 Running the Realms
 House rules

Note: You must be registered in order to post a reply.
To register, click here. Registration is FREE!

Screensize:
UserName:
Password:
Format Mode:
Format: BoldItalicizedUnderlineStrikethrough Align LeftCenteredAlign Right Horizontal Rule Insert HyperlinkInsert Email Insert CodeInsert QuoteInsert List
   
Message:

* HTML is OFF
* Forum Code is ON
Smilies
Smile [:)] Big Smile [:D] Cool [8D] Blush [:I]
Tongue [:P] Evil [):] Wink [;)] Clown [:o)]
Black Eye [B)] Eight Ball [8] Frown [:(] Shy [8)]
Shocked [:0] Angry [:(!] Dead [xx(] Sleepy [|)]
Kisses [:X] Approve [^] Disapprove [V] Question [?]
Rolling Eyes [8|] Confused [?!:] Help [?:] King [3|:]
Laughing [:OD] What [W] Oooohh [:H] Down [:E]

  Check here to include your profile signature.
Check here to subscribe to this topic.
    

T O P I C    R E V I E W
boddynock Posted - 13 Jan 2007 : 09:24:14
Do you guys also use houserules when playing D&D.

I always found it a stupid idea that a hero with only 1 or 2 hitpoints left fight just like an unharmed hero. Therefore I made the following rule:

to make it simple to explain I use in this example a fighter with 100 hitpoints:

If the hero has:

between 100 & 75 hp left: no problem
between 75 & 50 hp left: because of his wounds he receives 1 penalty on all his strenght, constitution and dexterity checks
between 50 & 25 hp left: he receives 2 penalties
between 25 & 0 hp left: he receives 3 penalties.

This is also for the monster (exept those that are immune to critical hits). I think this made the combad a lil'bit more realistic and the players are more eager to run away when they are losing battle. You don't see a laughing hero slashing trolls when he got only 1 hp left
18   L A T E S T    R E P L I E S    (Newest First)
Kiaransalyn Posted - 08 Feb 2007 : 15:57:44
quote:
Originally posted by boddynock

Do you guys also use houserules when playing D&D.
I always found it a stupid idea that a hero with only 1 or 2 hitpoints left fight just like an unharmed hero.


I like your rule. :)

I treat hit-points as stamina. The PC's and the NPC's can fight away merrily so long as they have the stamina (i.e. HP) but when they dip below 0 HP then they're wounded and in real trouble.
Varl Posted - 08 Feb 2007 : 15:51:13
quote:
Originally posted by Skeptic


I totaly disagree with you on this one, D&D is all about giving out the last hit at the troll with only a few HP lefts. The abstract HP system of D&D is one of the thing that defines it the most.


Spoken like a true computer gamer.

I do think scaling combat ability based on damage received is a good idea, and it doesn't preclude a character still being able to give out that last hit with only a few hps left. You just do it at diminished capacity.
wildmage Posted - 08 Feb 2007 : 00:11:59
As for alternative ways to handle hit points, there are a couple to be found in the Star Wars universe, which could potentially be ported to D&D 3.5.

The current edition of the Revised Core Rulebook for Star Wars has both "vitality" points and "wound" points. Most damaging effects do vitality points (which end up acting a lot like HP in D&D, but are regained quite quickly, I think even fully regained each day). However, some effects do wound damage or if you run out of vitality points you get wound damage (and characters without vitality points get wound damage immediately from all effects), and these are regained slowly, you only have a short supply, and when you run out you're dead. Thus heroes can take massive damage from something that does "wound" points and get taken out fairly quickly.

However, what I'm really looking forward to is the upcoming "Saga" edition of the Star Wars rules which will switch to straight-up hit points a la D&D, but will also have a condition tracking system. The more damage you take, the more you move up the condition track and can potentially become incapacitated even with HP left over. D&D already has a rudimentary version of this with stunned, fatigued, exhausted, etc., but there isn't a clear progression of conditions and you can jump straight to any of them due to a magical effect or special attack. I'm looking forward to see how this new system will work and might consider adopting/adapting it for D20 D&D.
LordXenophon Posted - 04 Feb 2007 : 21:18:38
I don't have any house rules for the d20 system, but I do have one I like to use for the Players Option system.

I noticed as soon as it came out that the advantages and disadvantages have exactly half the point cost of their equivalents in GURPS. When a player wants more options in character creation, I hand them the GURPS Compendium volume 1. If they see anything they feel would add to their character (a different phobia, law enforcement powers in his home town, delusion that all swords are alive, no sense of humor, freakishly tall for an Elf, or whatever) they can get it for half the points listed and we'll figure out how to convert it. Most conversions are remarkably easy. I reserve the right of veto, though. Trained by a Master is not reasonable for a Paladin from Cormyr. Sorry.

Back when I was trying to run a Conan campaign, I used a lot of house rules to simulate the feel of the genre. One of these I found in the sidebar in a GURPS manual (I forget which one - it's in several). It's called "Bulletproof Nudity." What this does is simply to give a defense bonus for bare skin. The more skin is bare, the greater the defense bonus. It is still compatible with armor and helps to explain why it is that Conan has things bouncing off his armor when he's wearing it, yet when he takes off his shirt he can parry every blow. (You don't see it in the movies, but the original stories are written this way.) The way I used it was to divide the body into head, right and left arms, right and left legs, torso, midriff and pelvis. Only females can claim the midriff bonus. When Conan takes off his helmet, he gets a +3 bonus to defense (his armor never seems to have sleeves). When he strips down to his boots and loincloth, he gets a +6 defense bonus. The naked girl he's trying to rescue gets a +8 defense bonus (plus maybe a little extra because she's hiding behind Conan). If you need a realistic explanation for this bonus, it's called "encumberance." Think of it as a different approach to the armor check penalty in the d20 system.
Wenin Posted - 22 Jan 2007 : 18:29:57
This past weekend we gave the True 20 system a try, and found there were some issues with the system.

- Stunned for one round if wounded
- Powers (Spells) are too powerful since they are so open ended
- Opened to characters just getting wacked, at any level
Kaladorm Posted - 20 Jan 2007 : 20:30:04
I'd also reccommend the house rules here http://www.d20srd.org/
Kaladorm Posted - 20 Jan 2007 : 20:28:03
quote:
Originally posted by Sian

one houserule that i use is that i use the specialist wizard school rules from 3.0 instead of 3.5 ... the 3.0 rules have fewer turndowns than 3.5 that is 2 schools down (expect when your divination) ... whereas 3.0 have diffent choices where the schools is somewhat rated after usefulness



I've offered before and I'll offer again , as a house rule we didn't like the way specialist wizards worked, as they didn't really capture the 'feel' by just adding a bonus spell slot and restricting the schools (I mean an enchanter could have only one enchantment spell memorised per level ).

I created a while back a set of specialist wizard 'initiate' feats similar to those that clerics of a certain deity get. If you would like me to send them I can, they may still be on the forums somewhere but I'm not sure where.

Ah you know what, I'll just post them here. I should probably get around to updating them, or at least writing up some of the additional spells in detail.

quote:
Initiate of Evocation [Initiate]

Prerequisite: 3rd level Invoker, Spell focus (Evocation)

Benefit: Gains the feat Energy Substitution

In addition you may add the following spells to your wizard spell list:

1st: Alluins Probing Spheres - Deals damage 1d4/level to target (Max 5d4), type of damage can be chosen for each d4 rolled (slashing, bludgeoning, piercing, acid, sonic, fire, cold, electricity, for example, a 3rd level caster could do 2d4 sonic and 1d4 acid damage)

3rd: Malice - Choose one element (acid, sonic, cold, fire, electricity), target creature takes an additional 1d4 / two caster levels when it is struck with that element (whoever strikes it)

5th: Greater Malice - As Malosini but 1d6

7th: Superior Malice - As Greater Malosini but affecting enemies in a 30t Radius


Initiate of Conjuration [Initiate]

Prerequisite: 3rd level Conjuror, Spell focus (Conjuration)

Benefit: Once / day may summon one non-magic item instantly, valuing less than or equal to 150gp (appears in the conjurors hand, if it is too large to hold then it appears in front of the conjuror or in the nearest available space that can contain it). Waukeen has limited this summoning to anything that will not damage the economy (i.e. gold, gems, trade goods etc.).

In addition you may add the following spells to your wizard spell list:

2nd: Orb of Light Control - Summons an orb which must be held in the casters hand. As a move equivalent action the caster can choose for the orb to be emitting light as a light spell or darkness as a darkness spell. The orb stays in existence for 1min/level

4th: Call of the Hero - Willing recipients are summoned to your location as with a Teleport Spell (subjects must be carrying a personal item of the casters, e.g. a ring, a lock of hair, the wizards mark on a stone/parchment etc.)



Initiate of Necromancy [Initiate]

Prerequisite: 3rd level Necromancer, Spell focus (necromancy)

Benefit: Once/day can rebuke or command undead as an evil cleric using int modifier in place of cha modifier. May spontaneously cast Summon Undead spells by sacrificing a spell of the apropriate level (Summon Undead detailed in Magic of Faerun).

In addition you may add the following spells to your wizard spell list:

1st: Grasping Hands - for 1 round /level 40ft radius skeletal hands, mummified arms etc. grasp at the feet of anyone in the area. Reflex save each round or else the victim loses his movement for that round (the victim can still make normal actions, he is just treated as having a movement speed of 0)

2nd: Deaths Curse - Target creature is treated as undead for the purposes of turning, spell damage and any rolls with the word undead in their descriptor. Alignment and abilities or resistances do not change, (for example a sword with +1dmg vs undead would strike with +1dmg, a Paladins Smite Evil ability however would not work).
Will save negates

4th: Spirit Choke - Target takes 1d8dmg / three levels and is stunned for 1d3 rounds / two levels caster. Fort save to avoid being stunned.

5th: Bone Armour - Caster gains a +4 natural AC bonus



Initiate of Enchantment [Initiate]
Prerequisite: 3rd level Enchanter, Spell focus (Enchantment)

Benefit: Charm and Compulsion spells cast at +1 caster level (list includes:Charm Person, Hypnotism, Hideous Laughter, Suggestion, Charm monster, Confusion, Lesser Geas, Dominate Person, Geas, Mass Suggestion, Symbol of Persuasion, Antipathy, Mass Charm Monster, Demand, Irresistable Dance, Sympathy, Dominate Monster)

In addition you may add the following spells to your wizard spell list:

2nd: Spirit of the Wolf - Base speed increases to that of a wolf (50ft), lasts 1round/level.

3rd: Polvors Returning Projectiles - Gives an item the Returning property

4th: Heroic Body – Increases Str, Con, and Dex by 1d4+1

4th: Heroic Mind - Increases Int, Wis, and Cha by 1d4+1






Initiate of Illusions [Initiate]
Prerequisite: 3rd level Illusionist, Spell focus (Illusion)

Benefit: Can cast Dispel Illusion once/day. Dispel Illusion functions exactly like Dispel Magic but it only affects Illusions.

In addition you may add the following spells to your wizard spell list:

1st: Feign Death - Caster appears to die.

3rd: Twin - Creates a duplicate that sounds, looks and acts like the caster. The caster can give the illusion instructions which the illusion will obey. The illusion can appear to cast spells the caster can, but the spells have no effect. Should the Illusion take any damage or be succesfully dispelled then it dissipates. The illusion can attack creatures with the same weapon and attack bonus as the caster at the time of summoning, but deals only half damage.

5th: Shadow Twin - As Twin, except the Twin is created from the Plane of Shadow and as such is classed as an Outsider. The Shadow Twin also inflicts full damage. The next spell cast by the illusionist of 3rd level or lower, the Shadow Twin copies exactly and then dissipates. Effect is the same as if using the metamagic feat Twin Spell. The Shadow Twin has AC that of the caster and the casters hitpoints at time of casting. If it is taken below 0hp or dispelled before it casts the spell it dissipates. Any spell cast where the effects do not stack from being cast twice (for example if the caster casts mage armour) then the duration is doubled.


Initiate of Transmutation [Initiate]
Prerequisite: 3rd level Transmuter, Spell focus (Transmutation)

Benefit: Once per day the the caster may change an items material type, to another material type for 1 hour. All properties of the item remain the same (such as damage on a weapon, or AC of armour, weight), apart from those affected by material (e.g. a druid could wear a chain shirt that has been turned to wood, or for purposes of damage reduction, a steel sword turned to silver). This skill may be applied to 20 of an ammunition type (bolts, arrows, bullets, shurikens etc.). Materials allowed are: Steel, Iron, Wood, Stone, Leather, Adamantium, Glass, Silver, Bone.

In addition you may add the following spells to your wizard spell list:

1st: Reduce Monster - As Reduce Person. Fort save negates

1st: Enlarge Monster - As Enlarge Person. Fort save negates

4th: Warped Magic - The caster may change a single magic property on an item to one of similar strength for 1 hour (for example a Corrosive Long Sword could become a Venemous Long Sword). This may be cast multiple times on the same item.




Initiate of Divination [Initiate]
Prerequisite: 3rd level Diviner, Spell focus (Divination)

Benefit: If an object, person, or area has been protected against Divination, the caster can make a spellcraft check (DC15 + spell level) to break through the enchantment when attempting to use a Divination spell there.

In addition you may add the following spells to your wizard spell list:

1st: Lelaniels Lost Knowledge - Allows the user to make a Bardic Knowledge check as a bard of the same level

2nd: Token of Tracking - Summons 1 token /level which lasts for 5min /level before disintegrating. Token can be given to someone or placed somewhere and the caster will be able to sense its location (direction and distance from caster) as a free action.



Initiate of Abjuration [Initiate]
Prerequisite: 3rd level Abjurer, Spell focus (Abjuration)

Benefit: May cast Shield once/day as a spell like ability

In addition you may add the following spells to your wizard spell list:

2nd: Minor Explosive Runes - Deals 6d4 damage when read

3rd: Minds Eye - Target gets a supernatural bonus to AC equal to the casters Int modifier for 1 hour /level
Markustay Posted - 20 Jan 2007 : 19:11:08
I use the magic point system, as well as the Defense Bonus and Damage Reduction systems from UA, but those are not really house rules.

The biggest change I made is how I handle hit points. They are actually a form of fatigue points in my game. I figure most of the damage you take in combat is light hits (scrapes, cuts, and bruises) which aren't 'real' damage (more like subdual). Everyone gets their hit dice +6 each level. when you are in combat, you lose 1HP per round regardless, and wizards lose 1HP per level of spell they cast. When moving you lose per round 1HP for hustle, 2HP for Run(3x), and 3HP for run (4x). When you reach 0HP you are winded, and must make the usual Saving throws to stay conscious. This simulates several things - Mages become fatigued from over-casting, warriors become tired when fighting 20 foes even if they are winning, and it keeps even EPIC characters from just mowing over an entire kingdom.

The bright side - More HP and you recover HP at the rate of 1 per minute resting.

The down side - more ways to lose HP AND any Crits count directly against your CONSTITUTION!

Thats right, your Con becomes your new 'body' points, but there is no multiplier for crits. Whatever dam the weapon does is normal but taken from Con. Constitution points must be healed the way the old HP were healed, but now a single Critical in combat becomes that much more deadly. If your HP total goes down because of this, it is immediately applied, which could cause a character to pass out from a good hit. More realistic, more deadly.

Only Criticals can do 'real' damage, until a character is reduced to 0HP and is unable to defend himself any longer.

This system also alleviates the need for the subdual damage rules, which I always found a little strange.
Sian Posted - 19 Jan 2007 : 10:23:14
one houserule that i use is that i use the specialist wizard school rules from 3.0 instead of 3.5 ... the 3.0 rules have fewer turndowns than 3.5 that is 2 schools down (expect when your divination) ... whereas 3.0 have diffent choices where the schools is somewhat rated after usefulness
Wenin Posted - 17 Jan 2007 : 18:42:29
A friend of mine introduced me to the TRUE 20 system of damage. It looks interesting.

- There are no hitpoints.
- Everyone naked is nearly the same in how well they can take damage.
- The system is about resisting damage through a save system. Failing the roll brings about damage.
- With each minor wound, it brings a negative to your save.
- Once you are dying, you have to make a save to continue to live.


Not sure I'll implement it, but others may find it suits them.
Skeptic Posted - 17 Jan 2007 : 18:41:08
quote:
Originally posted by boddynock

lol, I'm not offended by Skeptic's statement Scererar. If he thinks D&D is killing the monster when you have a few HP over yet than it's his good right. I suppose the reason behind my rule is that I'm also a Ravenloft fan. I enjoyed the fear, horror checks and the feeling of horror that a player/character experience. Otherwise, I know my player were players who charged even things which are to strong for them before I used the rule. So it was also a warning for them that it's sometimes better to run away and fight another day.



You misunderstand my point, when I'm telling what D&D is, I'm not saying that it's what I like of a role-playing game.

I like the Ravenloft setting too, but IMHO, D&D is probably one the worse game to play in it.
bitter thorn Posted - 17 Jan 2007 : 15:21:51
We have a mess of them, but most of them address mechanical issues, so I won’t get into them. On the RP side we give free Knowledge, Local: where ever you level at every other level for free and make the same for your home a class skill. We also made Profession a class skill for fighters.
boddynock Posted - 14 Jan 2007 : 14:17:40
lol, I'm not offended by Skeptic's statement Scererar. If he thinks D&D is killing the monster when you have a few HP over yet than it's his good right. I suppose the reason behind my rule is that I'm also a Ravenloft fan. I enjoyed the fear, horror checks and the feeling of horror that a player/character experience. Otherwise, I know my player were players who charged even things which are to strong for them before I used the rule. So it was also a warning for them that it's sometimes better to run away and fight another day.
scererar Posted - 14 Jan 2007 : 05:53:42
quote:
Originally posted by Skeptic

quote:
Originally posted by boddynock

Do you guys also use houserules when playing D&D.

I always found it a stupid idea that a hero with only 1 or 2 hitpoints left fight just like an unharmed hero. Therefore I made the following rule:

to make it simple to explain I use in this example a fighter with 100 hitpoints:

If the hero has:

between 100 & 75 hp left: no problem
between 75 & 50 hp left: because of his wounds he receives 1 penalty on all his strenght, constitution and dexterity checks
between 50 & 25 hp left: he receives 2 penalties
between 25 & 0 hp left: he receives 3 penalties.

This is also for the monster (exept those that are immune to critical hits). I think this made the combad a lil'bit more realistic and the players are more eager to run away when they are losing battle. You don't see a laughing hero slashing trolls when he got only 1 hp left




I totaly disagree with you on this one, D&D is all about giving out the last hit at the troll with only a few HP lefts. The abstract HP system of D&D is one of the thing that defines it the most.

If you want "realist" rules for combat and a death spiral, I strongly recommand that you try a more "simulationist" game.



It's ok to disagree, as they are HIS house rules, not yours. To each his/ her own here. I have often used house rules in my games. It depends mostly on the group. If you do not like a particular rule or think additional info needs detailed, do it.
Faramicos Posted - 14 Jan 2007 : 04:21:48
I wandered down the same path in my creation of the current game i am running. But after experimenting with a similar system i found that it made the combat to slow. And since a good combat depends on fast flow and intence situations, i found that the addition of too many rules, calculations and dice rolls simply slows the game too much. I can see the idea and i have wondered about the subject intencely to add as much realism as possible to the game. In the hunt for cool combat you cant achieve optimal realism. No matter how much we want to, but we can get close.
Skeptic Posted - 13 Jan 2007 : 17:45:52
quote:
Originally posted by boddynock

Do you guys also use houserules when playing D&D.

I always found it a stupid idea that a hero with only 1 or 2 hitpoints left fight just like an unharmed hero. Therefore I made the following rule:

to make it simple to explain I use in this example a fighter with 100 hitpoints:

If the hero has:

between 100 & 75 hp left: no problem
between 75 & 50 hp left: because of his wounds he receives 1 penalty on all his strenght, constitution and dexterity checks
between 50 & 25 hp left: he receives 2 penalties
between 25 & 0 hp left: he receives 3 penalties.

This is also for the monster (exept those that are immune to critical hits). I think this made the combad a lil'bit more realistic and the players are more eager to run away when they are losing battle. You don't see a laughing hero slashing trolls when he got only 1 hp left




I totaly disagree with you on this one, D&D is all about giving out the last hit at the troll with only a few HP lefts. The abstract HP system of D&D is one of the thing that defines it the most.

If you want "realist" rules for combat and a death spiral, I strongly recommand that you try a more "simulationist" game.
Reefy Posted - 13 Jan 2007 : 17:37:25
Check this scroll out: http://forum.candlekeep.com/topic.asp?TOPIC_ID=6698&SearchTerms=house,rules
I stick with hit points as an abstract concept and don't use called shots etc. because I feel it slows combat down unnecessarily. I'd probably make something up on the fly if I ended up in unusual circumstance.
Ergdusch Posted - 13 Jan 2007 : 17:35:17
Actually, I and the last group I DMed agreed to use the rules of 3.0 as much as possible without any changes whatsoever. I worked well for most part, but for the future I would certainly make a few changes, some that have been chages already in the 3.5 rules actually.

But own houserules - no I donT recall any at the moment.

Candlekeep Forum © 1999-2024 Candlekeep.com Go To Top Of Page
Snitz Forums 2000