House rules.   Posted by Mr. Main.Group: 0
Mr. Main
 GM, 7 posts
Sun 6 Nov 2011
at 04:18
House rules
A few house rules I play with will be posted here

For book of nine swords maneuvers and the like you can basically replace concentration check with CMB roll vs CMD.

Paladins can associate with evil characters, especially if they are trying to rehabilitate or otherwise lead that person back to the "right" path. However they just cannot standby and watch evil be done. After all evil wins when good men do noting. That doesn't mean you have to attack the evil doer or get yourself killed. You just have to do something to try and stop it or limit it's effects. For example a diplomacy check to keep someone from killing another in anger.
Mr. Main
 GM, 8 posts
Sun 6 Nov 2011
at 22:11
Re: House rules
Signature items.

Generally they start out with some minor power or grant some minor bonus. Once you master them they gain more powerful abilities that scale with your level in some way. Finally once mastered by spending a hero point you can awaken your item and gain the benefit of an altered form until the end of the encounter. This form grants you various bonuses and sometimes even extra abilities or special attacks.

Signature items only work for the individual who owns them and very few beings in the world have access to them. Also most legendary items in the game are fully matured signature items. A handful of these legendary relics might be obtainable and usable if certain requirements are met.
Mr. Main
 GM, 10 posts
Mon 7 Nov 2011
at 16:32
Re: House rules
Wounds: I've talked briefly about them elsewhere, but here is where I'll finally explain what they are all about.

Often player characters can be quite powerful, more powerful than they normally should be at a given level; especially if they get lucky rolls for stats, know how to game the system well, get great items from the Gm, ect. Which means that enemies rated at their level often can't cut it because generally they run out of hp to fast.

 Now there are lots of way to handle that, but usually the Dm just make the baddies tougher by adding hd dice, random boosts to stats and ac or giving them special abilities they might not have like DR or fast healing. Sometimes that works and other times it just creates a mess with lots of character death, complaints and a lot more work over all for the Dm.

I've played in a few game systems that use an alternative toughness rating besides Hp and generally the more damaged an enemy becomes the more disadvantages it gets until it loses. So I've taken a few notes from those games and I have decided to try something out in this game. I call it wound points. Certain especially tough enemies will have wound points which will let them do one of two things. First they can reduce a critical hit to normal damage by taking a wound. The second is that if an attack would drop them to 0 or fewer hp points they may take a wound instead of the hp damage from that attack.

By spending a hero point players are allowed to do the same, but be warned it's a real gamble. Most of the wound penalties you can receive aren't to bad, but there are a few which can have a huge impact. First is Limb damage which includes the possibility of limb loss. The other two are ability damage and bleeding. Con damage can still kill you after you used a hero point to take a wound.

1-20   Fatigued
21-30  speed reduced by 1/2
31-40  minus on all rolls equal to 2 + 1/every 5 levels
41-50  starts bleeding (losses 1 point of con each round max loss of 6)
51-65  is staggered
66-70  limb damage (roll on another table)
71-80  ability damage ( roll on another table)
81-90  always considered flat-footed
91-95  losses dr, regen or fast healing (roll again if you don't have any)
95-100 stunned for one round

limb damage ( I call it limb damage, but it is really just random body part damage)
1-  broken arm
2-  broken leg
3-  lose a finger (permanent minus on certain checks)
4-  lose a toe (speed reduction of 5 feet penalty on some checks)
5-  broken hand
6-  broken foot
7-  lose an arm
8-  lose a hand
9-  lose a leg
10- lose a foot
11- become blind in one eye
12- head wound (vicious scar + stunned for 1+1d4 rounds)

Ability damage take 2+1d4 ability damage roll to determine the stat
1- str
2- dex
3- con
4- int
5- wis
6- cha
Mr. Main
 GM, 11 posts
Mon 7 Nov 2011
at 16:41
Re: House rules
Oh and another little issue, but this one all of you have a say in. So let me know what you think.

I hate dealing with level loss. The idea is cool, but it's just to much work to really be worth it, especially in the middle of a battle. So I was thinking of turning all level loss into ability damage, wounds or Hp drain and selective switching off of capabilities (like losing access to one ore more feats, spells or skills). If you have an idea or suggestion feel free to chime in with it.
Mr. Main
 GM, 14 posts
Mon 12 Mar 2012
at 03:42
Re: House rules
Instead of saves we are going to use defenses like in 4th edition.

So each character will have a fortitude, reflex and will defense. These are basically your final save bonus + 10.

So for casters instead of having the opponent make a save you roll an attack vs his defense. This attack roll will be your caster level + the modifier from your casting stat in most cases.

special attacks like stunning fist will use the same mechanic. In the case of stunning fist your attack will be your bab + your wisdom modifier (unless you are a monk, in which case it will be your monk level or your BAB, whichever is higher). for most ongoing effects that would normally have required the target to make a save will instead require the caster to make an attack. probably not something that will come up often.

 Anything that raises the DC's of saves that need to be made against something instead give a bonus to the attack and anything that would give a bonus to a save against something instead gives a bonus to the def.

Oh and I'm adding a dive for cover rule as an immediate action you can dive prone for cover in a randomly determined unoccupied square adjacent to you. this will give you a +2 to reflex defense and a +4 to ac vs ranged attacks.

to determine what square you can dive into you will roll a D8 which each number representing a direction.

so: all directions mentioned are as related to the top of the page which way your character is facing in game is of no concern.

 1 is 12 o'clock or forward / north
 2 is 2 o'clock or front right corner / north east
 3 is 3 o'clock or right / east
 4 is 5 o'clock or back right corner / south east
 5 is 6 o'clock or backward / south
 6 is 8 o'clock or back left corner / south west
 7 is 9 o'clock or left / west
 8 is 110'clock or front left corner / north west

you can dive into hazards, but you won't dive off of ledges/cliffs unless you want to or there is something that would make you act stupidly. For example drunk, confused, ect.
Mr. Main
 GM, 35 posts
Thu 26 Apr 2012
at 03:29
Re: House rules
After looking over the saves vs defenses I think I might have characters add half their level, rounded down, to their fortitude, reflex and will defenses since it looks like the current set up greatly favors the attacker vs the defender especially at higher levels.

I am still looking into it, but I am like 90 percent certain this is what needs to be done to keep it fair and playable.
Mr. Main
 GM, 36 posts
Thu 26 Apr 2012
at 12:34
Re: House rules
yeah everyone add half your level to your defenses, should make things a bit more even on attacks vs defenses.
Mr. Main
 GM, 40 posts
Fri 27 Apr 2012
at 11:58
Re: House rules
After looking into it more it seems that when something in pathfinder bestows negative levels it generally only gives one or two. So whenever something would gain a negative level it will instead gain a wound. If it would get 2 or more negative levels it will get a wound and have 1d4 hp per every 2 hd of the creature bestowing the negative level drained. The creature bestowing the negative level will gain half of that as temp hp. I think that should be fair.
Aden Bero
 player, 16 posts
Fri 27 Apr 2012
at 17:50
Re: House rules
Can wounds be healed with restoration, since both permanent and temporary negative levels are removed by this spell, with certain stipulations?

And do spells that protect against negative levels protect against wounds where substituted?

This message was last edited by the player at 17:52, Fri 27 Apr 2012.

Mr P
 GM, 2 posts
 'Dems the rules... good
 thing i make the rules
Fri 27 Apr 2012
at 18:02
Re: House rules
Restoration magic does heal wounds, However, protective spells that protect against negative energy do not protect against wounds, but rather only works against negative energy effects.

Regeneration will fix wounds at a rate of 1 wound a min.
Aden Bero
 player, 17 posts
Fri 27 Apr 2012
at 19:12
Re: House rules
Right, so if someone is magically protected from negative levels, then they won't take wounds from a negative level attack.  They can still, however, take wounds instead of a critical hit, and other attacks that deal wounds are still applicable.

Correct?
Mr P
 GM, 3 posts
 'Dems the rules... good
 thing i make the rules
Fri 27 Apr 2012
at 19:33
Re: House rules
Correct.
Morien
 player, 1 post
Sat 28 Apr 2012
at 05:39
Re: House rules
 All things considered (especially after reading these last few posts) I vote Negative Levels be converted directly into wounds on a point-for-point basis (so Enervation would deal 1d4 Wounds instead of 1d4 Negative levels).

 You could call them "Negative Level Wounds", meaning they are penalties specifically from your negative levels and have to be healed specifically with things that heal negative levels (like Restoration) or at a rate of 1/day.


 That's my suggestion anyway :P
Mr. Main
 GM, 41 posts
Sat 28 Apr 2012
at 12:27
Re: House rules
I thought about doing that, but because of the random nature of the wounds that makes attacks the give negative levels a lot more dangerous. Normally you need to get a total number of negative levels equal to your level in order to die from them. However with wounds it could conceivably only take two. Now that could occasionally work in your guys favor, but generally enemies, particularly monsters, use attacks that give negative levels far more often than PC's do.
Morien
 player, 3 posts
 The Frost Lord
 Cometh
Sun 29 Apr 2012
at 06:03
Re: House rules
 Hmm, alright. How about have Negative Levels just inflict a -1 penalty to all d20 rolls and inflict -5 max hp for their duration. Spellcasters would lose 1 spell of the highest level they could cast. The penalty is removed after 24 hours or if healed.
Mr. Main
 GM, 45 posts
Sun 29 Apr 2012
at 16:07
Re: House rules
that's more or less how negative levels work already and what I was trying to avoid. I'm a bit on the lazy side and don't want to have to keep updating all the various penalties from negative levels, especially when the target is a caster or something similar. It gets real annoying real fast. To be honest in just about all of my live games I just don't play with negative levels.

With a wound and possible hp drain (depending on how many negative levels bestowed) they get a semi permanent penalty which involves less over all upkeep. let's try it my way first and then if it really ends up sucking for those interested in enervation and such we can bring it back up then.
Mr. Main
 GM, 50 posts
Sun 13 May 2012
at 22:10
Re: House rules
Crafting: It is possible to make items of higher than master work quality in this game.

there are two things you can do to make an item better than master work. The first is to try and make the Item superior masterwork or you can alter one of the items stats/qualities. Altering a quality often has a slight draw back associated with it.

In order to do this you start off as if trying make it masterwork then based upon what you are trying to do the DC is raised.

The DC to make an Item superior master work is 30.
other things you can attempt to do:
increase the threat range by 1
make the weapon lighter
Balance it to be better at throwing or make it throwable
Increase the range
Increase the Die type
there are others. Plus if you have ideas feel free to suggest them via PM.

the DCs of these vary. If you attempt and fail the master-work and item component are ruined.
Mr. Main
 GM, 306 posts
Sun 28 Oct 2012
at 23:59
Re: House rules
Also adding a new weapon enchant: "brutal". I'm basically taking the brutal weapon quality from 4th edition and turning it into a weapon enchantment.

a brutal one weapon re-rolls all ones for damage. it is a +2 enchantment.

a brutal two weapon re-rolls all ones and twos for damage. it is a +3 enchantment.
Mr. Main
 GM, 523 posts
Tue 4 Jun 2013
at 14:21
Re: House rules
Adding a new house rule. taking 5. If you have +10 or more in a skill you can take a 5 instead of rolling.
Mr. Main
 GM, 842 posts
Wed 20 Aug 2014
at 23:14
Re: House rules
Dustil brought something interesting up to me.

Dustil Kraye:
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet.

That would only apply if that was the normal speed, not counting the monk speed enhancement, right?


I'm going to say that yeah it'll apply whenever your base land speed is above 30 ft. However it will be capped to a number of times equal to half your dex mod, rounded up, unless you have 4 legs or some class feature or ability that convinces me otherwise. In which case the cap is your full bonus.

So if you have a 16-19 dex and a current land speed of 60 you can get up to a +8, if you had a 20 you would get the full +12.
Mr. Main
 GM, 942 posts
Sat 29 Nov 2014
at 22:15
Re: House rules
You cannot take 20 on perception checks to notice traps. it was actually my mistake in allowing that. this is an excerpt from the pathfinder d20 srd site.

"When a character or creature has plenty of time, and is not faced with threats or distractions, and the skill being attempted carries no penalties for failure, he/it can take 20. Instead of rolling 1d20 for the check, just calculate the result as if the die had rolled a 20.

Taking 20 means you continue trying until you get it right, and assumes that you will fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties)."

Not noticing a trap has the steep possible penalty of that trap going off. In addition it specifically says that taking 20 includes several failures. So if you took a 20 to find traps you would/could end up setting some of them off multiple times.