* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : House Rules Started at 03-05-08 12:26 PM by tjhairball Visit at http://forums.gleemax.com/showthread.php?t=1000010 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : tjhairball Date : 03-05-08 12:26 PM Thread Title : House Rules I'm curious as to what house rules people have played with. By "house rules," I mean which optional rules and which purely invented rules in combination. For a typical AD&D campaign I played or DMed, these were the house rules: Just about any spells published were potentially available. However, that didn't mean you necessarily had them, or could find them easily. Researching new spells. NPCs might also do so and surprise PCs with them,. Equipment lists from anything, subject to realism constraints of the campaign. Complete Psionics Handbook Complete Ninja's Handbook Complete Book of Dwarves Complete Book of Gnomes and Halflings Viking Campaign Sourcebook (usually only for the additional class options) Elemental specialist wizards in addition to the classic school specialists. Maximum starting hit points for the hit die at first level. Character creation was generally 4d6 (take best 3) arranged to suit, deduct 2 points from one statistic (to a minimum of 9) to add 1 point to another statistic, within racial maximum/minimum values. Weapon speeds and damage type AC adjustments (sometimes). Group initiative and base ACs, however, for all non-critical combats. A house rule dealing with volleys of arrows, as basically area of effect. An assortment of race options, some custom to the campaign worlds used (usually developed in-house), some from the optional rules, largely dependent on what type of campaign was being run. Level limit adjustments per high statistics, with slowed XP past level limits (usually didn't come up, as campaigns rarely took characters past 10th level). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : RedWizard Date : 03-05-08 04:01 PM Thread Title : Re: House Rules Some of the houserules we tended to use in our 1st edition game back in the day... *stats rolled 4d6, subtract lowest roll and reroll 1's *We scrapped racial level limits *Unearthed Arcana items and spells were not available except through discovering them through play. *We scrapped alignment languages *We converted Mystarra to 1st edition rules after the Gazeteers for Basic came out -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : True_Atlantean Date : 03-11-08 06:43 AM Thread Title : Re: House Rules Some of the houserules we tended to use in our 1st edition game back in the day... *stats rolled 4d6, subtract lowest roll and reroll 1's *We scrapped racial level limits *Unearthed Arcana items and spells were not available except through discovering them through play. *We scrapped alignment languages *We converted Mystarra to 1st edition rules after the Gazeteers for Basic came out I did everything apart from the last one and played Mystara with the Rules Cyclopedia. I gave any neat spells and the like to NPCs and used them as rewards (a magic user might offer the acquisition of a new spell in exchange for a service/the body of a dead magic user might have a new spell on a scroll by means of treasure). I also discarded memorising spells. I had the magic user just use spell slots as appropriate and had the clerics have a static list of spells they 'knew'. It did actually work and never once did I have a play defend memorising spells. Not that it was a bad mechanic, it just didn't suit our party. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Mock26 Date : 03-15-08 02:15 PM Thread Title : Re: House Rules I think my house rule that has gone over the best with players is to double the number of non-weapon proficiencies that people start with and granting a bonus non-weapon proficiency at every level. This allows them to give more depth to their characters. Two other house rules I have deal with wizards. One of them gives bonus spells to mages just like clericx get, but based on intelligence instead of wisdom. The other rule allows mages to memorize twice as many spells as they can cast, to a maximum of 5 extra spells. So, if a mage could cast 3 second level spells and 6 first level spells he could memorize 6 second level and 11 first level spells. The mage is still limited to casting only 3 and 6 spells, but being able to memorize more of them makes the mages more versatile. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : RedWizard Date : 03-15-08 03:43 PM Thread Title : Re: House Rules I think my house rule that has gone over the best with players is to double the number of non-weapon proficiencies that people start with and granting a bonus non-weapon proficiency at every level. This allows them to give more depth to their characters. Two other house rules I have deal with wizards. One of them gives bonus spells to mages just like clericx get, but based on intelligence instead of wisdom. The other rule allows mages to memorize twice as many spells as they can cast, to a maximum of 5 extra spells. So, if a mage could cast 3 second level spells and 6 first level spells he could memorize 6 second level and 11 first level spells. The mage is still limited to casting only 3 and 6 spells, but being able to memorize more of them makes the mages more versatile. Thats actually not a bad idea with the memorization of spells as opposed to number able to cast per day to increase versatility. I may see if my group would like to incorporate this. I have also in the past given bonus spells to magic-users based on int by using the cleric chart listed in the 1st ed PHB. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : True_Atlantean Date : 03-16-08 06:50 AM Thread Title : Re: House Rules It has always struck me as odd that Wizards didn;t get the same bonus spells as their divine coutnerparts, so I think I'll institute this rule in the new campaign I'm starting in two weeks. Incidently, I've just convinced my entire 3.0D&D party to reverse engineer their characters to AD&D 2nd edition and continue the campaign. Only 50% have ever played AD&D, the rest entered the hobby at 3.0 or had so little ot do with 2nd ed they don't remember it. I'm really looking forward to it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : tjhairball Date : 03-16-08 10:05 AM Thread Title : Re: House Rules I think my house rule that has gone over the best with players is to double the number of non-weapon proficiencies that people start with and granting a bonus non-weapon proficiency at every level. This allows them to give more depth to their characters. Two other house rules I have deal with wizards. One of them gives bonus spells to mages just like clericx get, but based on intelligence instead of wisdom. The other rule allows mages to memorize twice as many spells as they can cast, to a maximum of 5 extra spells. So, if a mage could cast 3 second level spells and 6 first level spells he could memorize 6 second level and 11 first level spells. The mage is still limited to casting only 3 and 6 spells, but being able to memorize more of them makes the mages more versatile. The nonweapon proficiencies might not have gone over so well in my campaign - we had martial arts rules in play. The memorizing double spells, though, that sounds really neat. That reminds me of the rest of the house/optional rules I used... Mages had free cantrips per day equal to... I think it was their # of languages. I have the feeling that was an optional rule from the Complete Book of Wizards. I used a weapon mastery sequence similar (but simplified) from the Player's Option. You got +1 attack per 2 rounds with every slot, though you couldn't spend the second extra slot until 5th level. You got +3/+3 there. I skipped high mastery (because we weren't using the PO combat rules, and high mastery applied to those) and went straight to increasing the die size for 3rd extra slot. You could spend no more than one slot per level on a weapon/martial art. I also used the weapon group proficiencies, although I don't think I ever had cause to use weapon group specialization. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Handsome Stranger Date : 03-16-08 02:21 PM Thread Title : Re: House Rules Incidently, I've just convinced my entire 3.0D&D party to reverse engineer their characters to AD&D 2nd edition and continue the campaign. Only 50% have ever played AD&D, the rest entered the hobby at 3.0 or had so little ot do with 2nd ed they don't remember it. I'm really looking forward to it. :D Congrats. :D -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : Mock26 Date : 03-16-08 05:34 PM Thread Title : Re: House Rules Another rule that I have is Segmented Specialization for non-fighter types. The other classes can spend a weapon proficiency slot to gain either a +1 bonus to hit or do damage on a weapon that they are currently proficient with. They can spend another slot to bring it up to +1/+1, and then ultimately another slot to bring it up to +1/+2. It can never be made better that the regular specialization that fighters have. It is a lot more expensive than a fighter's specialization, but for some classes (such as cleric) there might not be a need for proficiency in a broad range of weapons. The cleric in my group currently gets +1/+1 with his mace due to his Segmented Specialization. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : Demetri_Knighthawk Date : 04-06-08 03:15 AM Thread Title : Re: House Rules We play what is called "Dad.0" with many, many house rules. Some are as follows: when you roll your THAC0 and the total of plusses and dice roll add up to 20 or higher, you may deal double damage for the dice roll total, then apply weapon and strength modifiers. if you managed to land a 30 it was tripple damage (we rarely got to 30 unless we were playing epic games with overspecalization for weapons, which leads to...) Weapon specalization: every 3 levels ou may select 1 weapon to specalise in, there after you are +1 to hit with that weapon (rapiers are rapiers, not long swords or short swords) however for each +1 you were to one weapon, you were equaly -1 to all other weapons not of the same family (previous example, becoming +1 in rapier means you are -1 for clubs but +0 for long swords and short swords) Now you may select more than one specalization each of your 3 levels to offset your penalties (say the 6th level elf takes to specalize in longbow and shortbow to benifit from his elven heritage, he is now +2 longbow, +2 shortbow,(+1 elven +1 specalization) -2 throwing axe) This once lent me to being a smidgen of a powergamer, alright a lot, I made a duelist elf, using the harlaquin and the swordsman from the bards gamesTM complete adventurer.Harlequin has +1 fencing, swords man has +1 fencing, 15th level character so +5 weapon specalization, +7 to hit with the rapier only, gauntlets of ogre power for +3 hit, total of +10 to hit withthe rapier. I was wonderful for the first barfight, then I lost my rapier and thrown into a mine to work off my debt to society, I was -7 to use any other weapon that wasent rapier, that including dagger and club. Since then I learned my lesson :D -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : Shiftkitty Date : 04-08-08 04:01 PM Thread Title : Re: House Rules As the sword is used in many RW witchcraft rituals for both black and white magic, I lifted the ban of wizards not being able to use anything more than staves and daggers, especially for those MUs dealing with demon summoning. The sword in these rituals, though only symbolic, is often hefted and swung in very real movements, which, with the mental imagery involved, provided the strength and coordination necessary to use it as a weapon, but only for the long and short swords. Other swords that were siginificantly different, like a two-handed sucker that required the strength of Conan to lift, required the special training rules. Pretty much there was no ban on equipment to classes provided you could get the training. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Author : Demetri_Knighthawk Date : 04-08-08 05:36 PM Thread Title : Re: House Rules I will have to try that example with my DM in a couple of weeks. Last year I convinced our DM to let mages use spears as they can use staff and dagger, why not a dagger tied to the end of a staff? As for races/levels/classes. Any species can be of any class, only non humans can be of a split class, but any of a split class can only go to 7th level if triangulated 10th level if split or 20th level if single class, humans can go past 21st and may abandon one calling at a time. Like elminster was a warrior, a priestess, a thief and a mage (as per the novel). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Author : lhmloa Date : 04-08-08 06:52 PM Thread Title : Re: House Rules Not a house rule, but fyi to mu's and swords - 1E OA wu jen are allowed short swords. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 14] Author : Shiftkitty Date : 04-08-08 07:55 PM Thread Title : Re: House Rules We rarely went into the Orient, but I do recall that now that you mention it. Re: Staff and dagger combos, compare fighting with a staff to fighting with a bo staff, and would take a very dim MU to NOT think of putting something sharp on the end. I'm glad your DM allowed it. I certainly would have. I also ignored race level limits and ability limits. 50% of your current hp in damage calls for a CON check to avoid being staggered, stunned, or some other adverse effect (but not knocked out). (I can't remember if being staggered or stunned was in 2e, but we used it like a "miss a turn" thing.) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 15] Author : Mock26 Date : 04-08-08 08:09 PM Thread Title : Re: House Rules Another House Rule that I have is improved healing. Anyone with the Healing non-weapon proficiency can improve their magical healing abilities by taking 10 or taking 20 (yes, this is inspired by 3rd edition). If they are in a hurry and drink a potion or cast a healing spell then the amount of hit points healed is determined the usual way. But, if they use their healing non-weapon proficiency and take 10 minutes of time they can improve their healing by halving the die used and adding the remainderof hit points. For example, a Cure Light Wounds spell would heal 1d4+4 instead of 1d8 and a potion of healing would heal 1d4+6 instead of 2d4+2. If they character takes 20 then they are healed the full amount. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 16] Author : Extempus Date : 04-08-08 08:32 PM Thread Title : Re: House Rules As the sword is used in many RW witchcraft rituals for both black and white magic, I lifted the ban of wizards not being able to use anything more than staves and daggers, especially for those MUs dealing with demon summoning. The sword in these rituals, though only symbolic, is often hefted and swung in very real movements, which, with the mental imagery involved, provided the strength and coordination necessary to use it as a weapon, but only for the long and short swords. Other swords that were siginificantly different, like a two-handed sucker that required the strength of Conan to lift, required the special training rules. Pretty much there was no ban on equipment to classes provided you could get the training. I figure that wizards are plenty powerful without having to give them greater versatility with weapons, but that's just me. However, their staves can be pretty powerful weapons without them having to resort to swords (a staff of the magi that is also a +5 quarterstaff makes them pretty powerful in combat... then combine that with Tenser's girdle of giant strength, and you have wizards with a strength of 19 who can lay waste to quite a bit without even having to fireball or lightning bolt anything. Yes, my 23rd level wizard is thusly equipped :))... I will have to try that example with my DM in a couple of weeks. Last year I convinced our DM to let mages use spears as they can use staff and dagger, why not a dagger tied to the end of a staff? Isn't that what a glaive is??? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 17] Author : Mock26 Date : 04-08-08 08:46 PM Thread Title : Re: House Rules Isn't that what a glaive is??? No, that would be a spear. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 18] Author : Extempus Date : 04-09-08 12:56 AM Thread Title : Re: House Rules I just double-checked UA and yes, a spear is a dagger atop a pole (p. 123). A glaive is a single-edged knife atop a pole (p. 126)... same difference, lol... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 19] Author : Demetri_Knighthawk Date : 04-10-08 03:33 PM Thread Title : Re: House Rules and still neither ones usable by a wizard in the book. ^_^ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 20] Author : Shiftkitty Date : 04-10-08 03:53 PM Thread Title : Re: House Rules Extempus- Once a wizard gains a few levels, they rarely need anything as vulgar as a sword to kick serious gluteus maximus, but at low levels they need all the help they can get, especially when the players are covering their own butts and leaving the wizard out in the breeze. Oddly, even though I allow the wizards this option (everybody starts out at level 1, I never start a campaign with pre-levelled characters), it hasn't been used very often. It's often a "Wow, my stats suck. I'm going to need a little help to survive." consideration for the player at the point of generation. If you want to take it on later, in which circumstance it's usually because whathever cabal your wizard came from didn't use the sword in their casting, then you'd have to have some reason as to why you learned it, but you also have to take a level of fighter to reflect the amount of time you sacrificed from wizardry to martial arts. I also used to use a method of keeping players from regarding CHA as a dump stat. Your CHA bonus equalled the number of re-rolls you get per session (and these were weekend long sessions, so use them sparingly). It reflected how much the Fates liked you. If I seem merciful to my players, it because I throw the book at them. I base encounters on what would logically be encountered versus level considerations. They can go after the gargantuan black dragon at level 1 if they like. They just have to accept that by the time the dragon finishes waking up, it's gonna be a TPK. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 21] Author : RedWizard Date : 04-10-08 04:49 PM Thread Title : Re: House Rules Extempus- Once a wizard gains a few levels, they rarely need anything as vulgar as a sword to kick serious gluteus maximus, but at low levels they need all the help they can get, especially when the players are covering their own butts and leaving the wizard out in the breeze. In my 1st edition campaign with other forumites here (including Extempus) I'm of the school that says, if the other characters aren't protecting the guy in the dress, they don't deserve to know what their magic items do. However, if the guy in the dress keeps jumping out front and going through doors first, he deserves to live a short but eventful life. ;) The role of the mage in the beginning is twofold, to be the scholar who "knows" things, things that are often very important and to be a survivor (make a list of all the people who ever did him wrong). There will be plenty of power at his disposal later on (refer to the list). If the player is complaining that they are not getting to "kick butt" at low levels simply suggest they play a fighter next time around. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 22] Author : Shiftkitty Date : 04-10-08 08:02 PM Thread Title : Re: House Rules It's not that he wanted to kick butt. He knew a mage was not a HTH combat persona. He knew his best position was in the rear launching ranged attacks and providing the magical support. Unfortunately, the other players regarded wizards as little more than bait. 'At least a cleric could heal you' seemed to be their mantra*. It wasn't very fun for the wizard player, and under the 1e rules what few protective spells he had to throw on himself (they actually thought he was being selfish for doing this!) rarely lasted long enough to keep him safe through a combat encounter. The allowance of the sword was as a means to protect himself when the spells ran out. I see it as a problem with a Lawful player gaming with Chaotic players. *The cleric's player wound up moving mid-campaign, so I took him over as a DMPC. Over the course of a few games, I had him become a bit more appreciative of the wizard. Finally, it became a matter of the cleric always healing the wizard first. This little extra bit was an RP way to make up for the crummy treatment the player had gotten at everyone else's hands. Eventually the group got the idea that nobody was expendable, no matter how low their hit die was. They even came to value their hirelings. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 23] Author : Oxlar Date : 04-14-08 12:19 PM Thread Title : Re: House Rules It has always struck me as odd that Wizards didn;t get the same bonus spells as their divine coutnerparts, so I think I'll institute this rule in the new campaign I'm starting in two weeks. Incidently, I've just convinced my entire 3.0D&D party to reverse engineer their characters to AD&D 2nd edition and continue the campaign. Only 50% have ever played AD&D, the rest entered the hobby at 3.0 or had so little ot do with 2nd ed they don't remember it. I'm really looking forward to it. Instead of doubling, we allow mages to get bonus spells(points) for high INT just as priests get it for high WIS. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 24] Author : Oxlar Date : 04-14-08 12:24 PM Thread Title : Re: House Rules Another House Rule that I have is improved healing. Anyone with the Healing non-weapon proficiency can improve their magical healing abilities by taking 10 or taking 20 (yes, this is inspired by 3rd edition). If they are in a hurry and drink a potion or cast a healing spell then the amount of hit points healed is determined the usual way. But, if they use their healing non-weapon proficiency and take 10 minutes of time they can improve their healing by halving the die used and adding the remainderof hit points. For example, a Cure Light Wounds spell would heal 1d4+4 instead of 1d8 and a potion of healing would heal 1d4+6 instead of 2d4+2. If they character takes 20 then they are healed the full amount. Our group had done something similar during another DMs campaign. Basically they allowed out of combat heals to be max. My biggest problem with this was that encouraged players to NOT heal during combat because they felt it would be a waste of the spell. This was something I wanted to get away from so I went back to standard. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 25] Author : sblaxman Date : 04-16-08 08:20 PM Thread Title : Re: House Rules Hmm, lets see..Some things I forget what are from later books and what are house rules -Allowing fighters to use up to 5 weapon slots on one weapon, w/ +damage +attack or extra attack at higher points. -No racial level caps -Removed a lot of racial class limits (kept some) -No half-orcs (setting reasons, nothing against them) -No racial languages -Thieves can be good (robin hoodish) edit: another big one.. level/ability drain is not permanent, but returns at a rate of 1 (lvl/point) per day -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 26] Author : Etarnon Date : 04-18-08 04:22 AM Thread Title : Re: House Rules Abacar the wizard does not wear a dress. Geez. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:22 AM.