Results 61 to 69 of 69
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2018-11-25, 06:41 AM (ISO 8601)
- Join Date
- Mar 2015
- Gender
Re: BEST house rules you have played with
It turned out not to be a factor in practice. However, I'm considering keeping it for an upcoming new campaign. I suppose I should go through the various teleportation spells and feats and make sure that such a limitation doesn't make them useless. It wouldn't apply to Teleport or Teleportation Circle.
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2018-11-25, 08:03 AM (ISO 8601)
- Join Date
- Mar 2015
Re: BEST house rules you have played with
Well my favourite system is a homebrew game my friend made, so I guess that system, might actually be my favourite house rules.
I am still waiting for the day it gets published and I can make thread for it.
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2018-11-27, 11:23 AM (ISO 8601)
- Join Date
- May 2010
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2018-11-27, 12:16 PM (ISO 8601)
- Join Date
- Mar 2015
- Gender
Re: BEST house rules you have played with
No, it's not that you have to have a walkable path. I mean for example you can't Misty Step through a keyhole. You can still go across chasms or up to a ledge or something.
Basically, if there's no route you could take that you can physically fit through, with an overall distance no greater than the teleport range, you can't do it. I don't make the player waste the spell/feature, they gain an intuitive understanding if it will work before they execute it (kind of like feeling for a landing spot).
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2018-11-27, 12:39 PM (ISO 8601)
- Join Date
- Oct 2011
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2018-11-27, 12:40 PM (ISO 8601)
- Join Date
- May 2010
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2018-11-27, 12:51 PM (ISO 8601)
- Join Date
- Mar 2015
- Gender
Re: BEST house rules you have played with
It's a 2nd level spell, not all that high.
So how else do you move/jump 30' (without consuming any movement) without being concerned about opportunity attacks and without opponents automatically knowing where you ended up? Sure, it uses your bonus action but the RAW version does that anyway.
Having a 2nd level spell allow you to bypass just about any restriction seemed a bit potent to me. I also rule you can't use it to get out of shackles (they come with you) and if you're shackled to the wall you can't use it. I'm a fairly lenient DM overall but MS is a tad OP. The campaign ended before we got too far with it but I could see lifting those restrictions when cast with a higher level slot (say 5th).
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2018-11-27, 09:05 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Malsheem, Nessus
- Gender
Re: BEST house rules you have played with
Most of my houserules are pretty large overhauls so listing the best parts here would probably overflow the character count, but here are two interrelated houserules that have been particular favorites of my current group:
1) Consolidating various mechanics into a single Proficiencies system (quoting myself from a previous thread on the subject, and spoilered for length):
2) Adding a Downtime Training system for gaining capabilities between levels.
Whenever a character has at least 4 hours of downtime in a quiet and safe environment, they can spend time training to gain or improve all sorts of capabilities, both generic ones (gain skill ranks, gain feats, improve proficiencies, learn languages, retrain things, etc.) and class-specific ones (add spells known and spell slots, gain essentia and unlock chakra binds, etc.). The base unit of work is the "workday" (a continuous 8-hour period), and usually 1 workday = 8 hours of training but characters can roll Int and Con checks to train longer or more effectively to speed up the training and make more than one workday's worth of progress per day.
Training times for things are generally measured in weeks, with some modifiers like gaining ranks in cross-class skills taking more time and training with someone who already has the skill/feat/spell/etc. desired taking less time. There are of course limits in place so e.g. a wizard can't just gain more skill ranks than the rogue or more combat feats than the fighter through training, either hard limits like "you can only gain one extra domain through training" or soft limits like a cumulative increase in training time every time you choose the same option again.
This houserule has three major consequences. First, it gives noncasters and partial casters a lot of versatility and breadth that they would otherwise lack; given enough downtime, a fighter can train up more than one fighting style and avoid becoming a one-trick pony, a ranger can train up all sorts of Knowledge and Region proficiencies so he's as comfortable tracking dragons through the mountains as he is tracking drow through the Underdark or undead through the swamps, a shadowcaster can improve upon his painfully low number of mysteries per day, and so on.
Second, it leads to more organic or stress-free builds for players who don't like to spend time dumpster-diving. Figuring out just the right multiclass combination and feat selection to make it into your PrC on time is less pressing when you can pick up a lot of useless-except-for-meeting-prerequisites abilities during downtime. Otherwise-undesirable skills and feats are suddenly worth taking when a niche feat requires an investment of just 2-3 in-game weeks rather than 1 out of the only 7 feat slots you'll get in your entire career.
Third, it encourages taking breathers between adventures and adventuring days instead of going all-out all the time. If spending 4 hours per night for a month working on your swordplay around the campfire has tangible benefits, and there are mechanical incentives for the wizard and ranger to spend several weekends in the library while the rogue and bard go carousing through the city, the party is less likely to go from encounter to encounter to encounter and gain 10 levels in a month. This allows things to happen on a more sensible timescale (it's hard to do things like "the evil army is attacking when the snow melts in a month, time to training-montage the villagers into a standing militia" or "...and then you hop on a ship for the three-week voyage to the New World" when any downtime between adventures feels like wasted time) and encourages roleplaying during the breathers (the party spends time talking about what they're doing between adventuring days instead of just "okay, we sleep and prepare spells, on to day 2" so inter-character scenes tend to naturally follow).
Using the downtime system effectively does require avoiding an end-of-the-world plot with a short and fixed deadline, but when you can use it it works very well. In my current campaign, over two and a half in-game years have passed, with long enough stretches between offensives against (and counterattacks by) the three major antagonist factions that my party has had plenty of downtime to work with. They look forward to the long overland and sea voyages and the resulting training and roleplaying time; I can throw in encounters/plot hooks like "you've ticked off the Winter Court elves and they plan to interfere with the harvest next season" and "the Wild Hunt will ride on the winter solstice and you need to be prepared" and "the Alūthing meets in two months, you need to pick some representatives, gather some tribute, and set sail for the homeland soon"; the PCs can craft lots of magic items, ward the heck out of their settlement, train their followers in phalanx tactics, and so forth in relative comfort; and by this point I'm pretty sure the party fighter has more [Fighter] feats than the party wizard has spells known. Thanks to the slower in-game pace, the campaign has the kind of verisimilitude and emotional heft that the standard fast-paced "start off slaying goblins today, stop the world-eating BBEG next month" plotline lacks.
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2018-11-28, 03:41 AM (ISO 8601)
- Join Date
- May 2018
Re: BEST house rules you have played with
I used to have to DM who would sometimes point to one of the players, and say a number. The first person to physically strike that player got an amount of bonus xp equal to the number stated. It was loads of fun... for everyone but Phil.