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[RULES] House Rules.

Posted by The Dungeon MasterFor group 0
The Dungeon Master
GM, 8 posts
THE Dungeon Master
Accept No Substitutes
Thu 9 Jul 2015
at 05:10
  • msg #1

[RULES] House Rules

Got some house rules you'd like to propose or are particularly proud of? Here's the place to pitch it.
praguepride
player, 28 posts
He's proud
of Prague
Sun 26 Jul 2015
at 02:19
  • msg #2

Re: [RULES] House Rules

For a houserule I just thought up, any weapon can be used to deliver any damage type but at a -4 penalty if it's not native.

So the idea is that you could "stab" with a longsword or bash a skeleton with the hilt it would just be an awkward attack, hence the -4.

This would be the alternative to having players require to have a "swiss army" approach to weapon selection where you HAVE to have a club because of skeletons and you HAVE to have a slashing weapon because of zombies etc.

It seems to work with most weapons. A spear could be wielded like a quarterstaff and wack someone with the haft or try and slash with the point instead of stabbing, or even using that little crosshilt thing as a makeshift slashing weapon...


Perhaps this should be unlocked for Weapon Focus? Beef up that feat a bit by allowing non-standard damage types once you've "mastered" a weapon?
greenvoid
player, 1 post
Tue 1 Sep 2015
at 05:17
  • msg #3

Re: [RULES] House Rules

Hit dice:
Half the dice size + the same modifier, so
d6 -> d3+3
d8 -> d4+4
d10 -> d5+5
d12 -> d6+6
praguepride
player, 32 posts
He's proud
of Prague
Tue 1 Sep 2015
at 19:14
  • msg #4

Re: [RULES] House Rules

Interesting. I like it. Over time you have your variability but you don't have those terrible '1' or '2's...

I think I might just steal that :P
LivingScarecrow
player, 12 posts
Wed 2 Dec 2015
at 20:08
  • msg #5

Re: [RULES] House Rules

Does anyone have a good set of rules of combat posting to make combat a smooth, well-oiled machine? Nearly all of my GM experience is in live-body games, so I'd like to streamline combat as much as possible.
angryjohn
player, 2 posts
Wed 2 Dec 2015
at 20:50
  • msg #6

Re: [RULES] House Rules

I think you want to limit the amount of interruptions to player turns.  Basically, have all the enemies act on one initiative block (which can interrupt the players' turns.)  I think the best way I've seen is: roll initiative for the bad guys.  Post it, and tell the players to roll initiative.  Anyone who beats the bad guys can take a turn, then you do the enemy turn, then all the players take a turn (since its everyone who hasn't yet acted + the top of round 2), then bad guys, then all the players, repeat.  That saves at least one round of posting with just initiative posts.

For some combats, you can post the AC/Saves and possibly the HP of the enemies.  That way, you're not stuck with having to update thing mid-round so players don't waste their actions on downed enemies.  You might not want to give all HP, for example for a climatic boss battle, omit the boss's hp.  But posting AC/Saves probably doesn't harm that much.

Finally, keeping track of statuses can be hard, especially if people are granting situational bonuses. I'm not sure what the best way to handle that is.  Having the GM do it (with appropriate reminders from the players) works well, but does increase the GM's workload.

I'm in one game that has all the players act on 1 initiative and all the bad guys act on one initiative, with the added wrinkle of giving small rewards to players whose initiative beat the enemy.

Here's the full rules:
Deepdelve Combat rules:
Each round will consist of a series of player posts followed by my post for NPCs and opponents.

Within the player posts, characters can act in any order they like. (It's fine if this includes table-talk in the OOC thread to determine the best strategy as to who should do what in what order.)

Whether the players or the opponents go first will be determined by a set of aggregate initiatives. I'll roll an average Opponent Init, and roll inits for the party. If half or more than half of the PCs beat the oppoenent init with their rolls, the PCs go first.

If the players go first, characters who beat the Opponent Init will get a full action, and characters who didn't will be upgraded from no action (the Pathfinder standard) to getting a standard action similar to the standard action one gets in a surprise round.
If the opponents go first, characters who beat the Opponent Init will not be considered flat-footed, and will receive a +4 initiative bonus to AC, and a +2 initiative bonus on all saves until their action starts.

Familiars, companions, and summoned creatures should each roll their own init. They'll move with the players, and have no effect on which party goes first, but their initiative will determine whether they get a full or standard action when the players go first, or a defense bonus or not when the players go second.

metulmonkee
player, 11 posts
Wed 2 Dec 2015
at 21:42
  • msg #7

Re: [RULES] House Rules


I use the KEEP IT SIMPLE, STUPID mod for combat.

Basically, there is no order of initiative, there is simple the Player or the Baddy Rounds. When a combat situation is initiated, I tend to give the players turn 1... but sometimes if they are 'surprised', I limit their actions to whatever they could manage in a similar state in a table-top game.

This works nicely, because it stops everyone being dependent on everyone participating in a timely manner and in a correct order.  And its simple... no need to worry about complications.
praguepride
player, 47 posts
He's proud
of Prague
Wed 2 Dec 2015
at 23:44
  • msg #8

Re: [RULES] House Rules

I like it although I have decent success in handling initiative on my end.

I post everyone's scores, the players all post at the same time in any order and then as I update combat I just unjumble everything into initiative order. Maybe 1/4 combats a situation arises where someone has to re-do their action because all viable targets were killed by someone else but if I ask for them to re-do their action as part of their next post again I can unjumble everything myself.


The problem with a KISS method like you mention is that it removes initiative from the table which borks dex and lightning builds. In tabletop going first is a big deal and so NOT getting that return on initiative kinda sucks.

Then again most initiative builds are burning feats and abilities to get it to the stratosphere so it's not impossible to just have them pick different feats/familiars etc. instead...
metulmonkee
player, 12 posts
Fri 4 Dec 2015
at 01:04
  • msg #9

Re: [RULES] House Rules

I think its an issue if you spring it on your players that 'this is how it works' and nerf their builds.  But... if you're up front about it from the start, its not an issue because everyone understands how things are.

I don't nerf initiative totally.  I will use it to decide which team goes first by taking the highest score or some such, and applying it universally to their side, or I will allow characters with higher init mods to act in surprise before others... but all in all, its a singular part of the combat that I feel doesn't reduce the fun of the game by being largely omitted in the parry and repost of PBP combat.

But I do take your comments on board. =)
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