Open Forum - House Rules.   Posted by DM.Group: 0
DM
 GM, 13 posts
 He who rolls the dice
 and determines your fate
Sun 18 Mar 2018
at 19:32
Open Forum - House Rules
Hey! SO it occurs to me that house rules are one of the ways we make the game truly our own and more fun for US to play. So, I thought this might be a good way to bring a little more spice into our game. I'm going to post my suggestions for house rules in here and I want you all to do the same. Next time we meet up, we can see if there are any rules we want to make part of our official game and we can vote on them there.

Help me make this game great for all of us.
DM
 GM, 14 posts
 He who rolls the dice
 and determines your fate
Sun 18 Mar 2018
at 19:34
Open Forum - House Rules
"Play of the Game" - +1 bottlecap every session. Players vote. GM decides ties.

Is there anything more iconic than the play of the game, MVP of the session? Why not reward the players whose careful planning meant that they had that perfect spell prepared, or whose critical hits saved the day. This can be a clutch critical, a well timed spell, disarming a trap that was meant to kill you all, noticing a secret room or hidden item, or even just keeping everyone alive with the right healing spells or buffs. This also gives me a way to keep the bottlecaps coming so we can see those mythic powers or clutch rolls in action.
DM
 GM, 15 posts
 He who rolls the dice
 and determines your fate
Sun 18 Mar 2018
at 19:39
Open Forum - House Rules
Party Foul - Too distracted to the point where it makes the game less fun for everyone at the table. I get an Anti-bottlecap, to use against you at my own whims. Makes my life a little bit more awesome.

C'mon guys the least we can do is set aside some time for Pathfinder and focus on the game. If you aren't paying attention to the point where I have to repeat myself, or ask multiple times for an action. Then maybe you're not paying enough attention to the game at hand. Good rule of thumb is, plan your actions so you know what you want to do before it gets to you, listen when I am talking (there might be important details), and please, please know your character. Spells, Ki, abilities, etc. I know its a lot, but you only have one character to learn. Please learn it.
DM
 GM, 16 posts
 He who rolls the dice
 and determines your fate
Sun 18 Mar 2018
at 19:41
Open Forum - House Rules
Too Slow! - If you take too long on a turn and we're all waiting on you, then you get skipped. You will be forced to delay and jump back in the action later.

This one is less of a house rule and more of a good practice from our buddy Joe. I'm interested in implementing it to see if it streamlines our process and keeps you all on your toes. Let me know what you think.
DM
 GM, 17 posts
 He who rolls the dice
 and determines your fate
Sun 18 Mar 2018
at 19:43
Open Forum - House Rules
Rule of Cool - If it can be done, but its not in the rules, then its possible and we'll make it so. Plus, a bottlecap if it works.

Obviously this game is happening in the theater of our minds. If you think you would want to jump off a horse onto a warg and stab the orc riding him, but we can't find a mechanic for it, then you bet I'll adjudicate and make it happen, with a penalty of course. But if you can make it happen against all obstacles, then you deserve a bottlecap for your troubles.
DM
 GM, 18 posts
 He who rolls the dice
 and determines your fate
Sun 18 Mar 2018
at 19:48
Open Forum - House Rules
Target Acquired - I see a weak spot, but those don't exist in Pathfinder. Well maybe they should... You can attack a specific spot, IF you think it'll work.


Pathfinder has all kinds of rules. They've got combat maneuvers and special abilities and DR and spell resistance, but what about stabbing the giant in his big ol' eyeball? You should be able to do that right? Obviously this one is a case by case basis, and if I can find a way to use it against you, I will. But I think you guys should be rewarded for cleverness. Maybe you take a penalty, but have a big reward.

EX: I stab the Cyclops in its eye. Ok, -4 penalty to attack for aiming at a smaller target but you deal double damage, triple on a crit. OR You deal normal damage but subject is blinded for 1d4 rounds.

Goes along with the rule of cool. Because why not?
DM
 GM, 19 posts
 He who rolls the dice
 and determines your fate
Sun 18 Mar 2018
at 19:56
Open Forum - House Rules
You are your own worst enemy/ The House always wins -

Sometimes you mess up, and sometimes you mess up really big. If you fall into a trap, or go to do something incredibly brave and fail critically. Then I get a bottlecap to use against you.

I just think this would spice things up a little. Obviously up for discussion with the group. But I think if something adequately horrible happens storywise, then this is my way of saying that fate is against you. And I think it will be excellent story to be able to use that bottlecap against you later on. After all, a DM has to have fun too.
-X-
 player, 7 posts
Sun 18 Mar 2018
at 21:12
Open Forum - House Rules
I like all the rules except the fail one. As a player that fumbles a lot, I feel like you would have a large stack of bottle caps to use against us. Plus, isn't failing enough?

Also, I know that gunslingers and Swashbucklers do have the ability to Target specific spots and it does different things and costs a grit/panache
Unknown
 player, 4 posts
Thu 22 Mar 2018
at 01:20
Open Forum - House Rules
I don't know that I like the idea of anti-bottle caps. As previously said, when failing as a player it already sucks enough. The personal conflict that might occur when the GM might say "I'm using a negative bottlecap on you" is risky. I personally like have a dice roll to decide everything, and anti-bottle caps seem like they start to work around that possible narrative. Then again, regular bottle caps are the same thing. I think, for those rules you mentioned with a negative bottle cap, they should be applied immediately, if anything. That way, if you fumble, for example, and the fumble description is really accurate to what is happening (L'Zor is really angry, pulls too hard on his bow and it breaks), then it should be possible to have a penalty in the form of a "negative bottlecap" on the save accompanied with the role (assuming there is one). You mentioned them somewhat in the "House always wins".
Same to be said about the other ones. I think its a touchy subject, but thats my idea.

Have to say that anytime the phrase "After all, a DM has to have fun too." as a justification for being against a player, I think that is bad. Each DM has fun in their own way, but I don't think it should be a justification for hurting the players. I think the DM should have fun by helping the players, more so than hurting them. Its always interesting to see a challenge come up against the players, but it also shouldn't feel unfair.

The Rule of Cool is definitely an awesome rule, and it helps DND become "you can really do whatever you want" by allowing the DM say on certain actions, outside of the rules. If something is cool storywise, then it would be awesome to allow that to happen.

The weak spot one is certainly interesting. I like the idea a lot, but I think it could be hard on your end to come up with these changes on the spot, while still maintaining good game balance. Its very DM reliant.