Forgot to add my house rules, will edit this as they come up cause I cant remember them all. These are the House rules I use for my Table top games.
1st- Death
you go to Neg your Con verses Neg 10, so what ever your con might be, thats where you can drop to before dying.
2nd- Death
if you Do Die, you can have your priest / divine caster call for Divine Intervention. Pick a number on the Percentiles, and roll. If you are within your caster level to it, your Deity was listening and saves the party member to unconscious but stable. If the god is listening and saves him, he will have a " touch " of the god within him. DM's decision.
Eg - you are 3rd level, you call 72, and roll 30, they still die. You call 72 and roll 75, he comes back to life. Write your guess in the " reason for attack "
3rd - Wizard Spells
Wizards study in the morning and regain all their spells like a Cleric or Druid does. I find it difficult to keep track of when the wizards cast, and what they can pray for or not, so I altered them to be like the others. They still NEED 8 hours of rest and for every interruptions, add an hour in the morning, but they get all their spells, even if they casted that night. They do still need to study their books in the morning for the required hour. ( to Clarify - Wizards that cast at night, are not supposed to get these spells back to pray for until 24 hours has passed, so it makes it all confusing at having to remember when the spells were cast and when the get it back, so I altered them to be more like the Cleric / Druid Way. Study in morning, get all back )
4th - Hit points
The way I work it is, you roll. If you do not like the result, you may have a player roll for you but you cannot go back if they roll lower. If you do not like this number, the DM may roll for you, but this is the final roll. I am of the belief that " adventurers " are stronger then normal. 1 are rerolled for free
5th - 40 point buy, as per the DMG
8 - Costs 0
9 - Cost 1 pt
10 - Costs 2 pts
11 - Costs 3 pts
12 - Costs 4 pts
13 - Costs 5 pts
14 - Costs 6 pts
15 - Costs 8 pts
16 - Cost 10 pts
17 - Costs 13 pts
18 - Cost 16 pts
Again, Adventurers should be stronger.
6th - Casters - Eschew Materials Feat, up to 99 GP ,
For my casters, I have granted the Eschew Materials feat for free, so that you need not worry about spending on Spell components. This works only up until 99 Gp, so yes, you still need your 100 GP pearl for identify. Essentially, the way I look at it, is that when you travel, you are always on the look out for components, and collect them in the " empty " space. It is your choice as to whether you take this or not. Components can make for some good writing.
7th - Skills
If you roll a Nat 20, you add 10 to this total. If you roll a Nat 1, you -10 to this total.
6th Healing over night
You heal your level plus your con Modifyer overnight. Double this if under Healthful rest.
7th - Leveling up
If you level up, you can level up when ever that is, no matter the time of day. The only thing that waits is the spells, you need to rest till morning to get your " new " Spells as you have to pray for the extras to get them.
8th - Crit Hits / Fumbles
http://www.angelfire.com/drago...cal_hit_table_2e.pdf
Also, with this rule - If you roll a nat 1, but then not fumble, you do get the rest of your attacks. If you role the nat 1 and fumble, then your attacks end here for the round.
If more come up, I will add to this list.
Thanks
Also, if you have any, feel free to suggest them.
This message was last edited by the player at 17:04, Sun 16 Oct 2016.