House Rule Opinions

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DSmaster21
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House Rule Opinions

Post by DSmaster21 »

Recently after some debacles trying to teach people how to play and such I tried to change a few rules to help them. I tried to teach everyone how to build characters so that they can see the work I had put in to understand the rules and build them characters in two days, characters that they disliked because they did not have good enough equipment and were not "special". I tried to explain the idea of this system. However some of their responses resonated and thus I am changing a few rules. I would appreciate opinions.

All Changes Are Subject To Change.

My first change was to change the 3d6 stat system to 1d20 and to raise the prime requisite to 15. This was a concession to satisfy my special snowflakes. The idea is that only those with exceptional strength, wisdom, intellect, or dexterity really has a chance to be a hero. Also because the odd of getting 15+ are roughly one in four this works with the fact that there are 4 classes.

1 -5 | 11 +0
2 -3 | 12 +1
3 -3 | 13 +1
4 -2 | 14 +1
5 -2 | 15 +2 Prime Requisite
6 -1 | 16 +2
7 -1 | 17 +2
8 +0 | 18 +3
9 +0 | 19 +3
10 +0 | 20 +5

As Change 1 may sometimes cause players to be unable to play any role while not being horrible.

Thus I am working on creating 1-2 alt classes that are usable.

Option 1: Trainee - Starts with all stats set to 8 (Distributable as the player wishes) As you level up you may distribute points. When you reach 2,500,000 experience you reach lv. 25. 35 sp all together for a total of 83 pts distributed as the player wishes.
Option 2: Adventurer - Gets small bonuses to all stat modifiers and carrying capacity.
Option 3: Specialist - Gets some thieves skills, open locks, remove traps, climb. Gets a bonus to Difficulty rolls.
Last edited by DSmaster21 on Thu Apr 18, 2013 11:26 am, edited 1 time in total.
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Joe the Rat
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Re: House Rule Opinions

Post by Joe the Rat »

If you want to be unique, you gotta put some effort into it. The game mechanics don't make you special, what you do with it does.

If they're so fussy, you could always go point buy.

1d20 for stats flattens the curve in both directions - it's easier to get super low as well as super high. But if that's what they want...

I'd recommend 4d6, keep the best 3. Actually, roll 24d6, and assign three of the die results to each stat as you choose. I want to see how that turns out.

So what did they want for equipment that is not present and would be in the range of affordability for first level characters?
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Hywaywolf
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Re: House Rule Opinions

Post by Hywaywolf »

make sure you roll up your monsters, bandits and NPCs as well. What's good for the goose is good for the gander.
DSmaster21
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Re: House Rule Opinions

Post by DSmaster21 »

Joe the Rat wrote:If you want to be unique, you gotta put some effort into it. The game mechanics don't make you special, what you do with it does.

If they're so fussy, you could always go point buy.

1d20 for stats flattens the curve in both directions - it's easier to get super low as well as super high. But if that's what they want...

I'd recommend 4d6, keep the best 3. Actually, roll 24d6, and assign three of the die results to each stat as you choose. I want to see how that turns out.

So what did they want for equipment that is not present and would be in the range of affordability for first level characters?
The main thing was that this way they feel that as their character who is above average they are special. Thus I can make them feel special without having like magical souls and whatnot.

3d6 has the same chance for super high and super low but the 1d20 makes it easier to get slightly to super high and lows rather than stats that do not contribute positively or negatively. I was the one to come up with the idea.

I tried that but I want characters who could be strong though rather sickly and I did skew towards positive values 8 being the lowest +0. I do think that 24d6 sounds fun or at least interesting.

They mostly felt that having these weapons that seem to have no discernible difference to them ie axes vs. swords. (Longsword, Mace, Quarterstaff, Battle Axe all deal 1d6 and no one uses the Axe and Mace because they are functionally the same as the LS and QS but weigh more.) I am still trying to figure out a system for making different weapons behave differently any ideas would be awesome.
DSmaster21
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Joined: Tue Apr 02, 2013 2:15 pm

Re: House Rule Opinions

Post by DSmaster21 »

Hywaywolf wrote:make sure you roll up your monsters, bandits and NPCs as well. What's good for the goose is good for the gander.
I have two of the creature lists as of yesterday. The new is still in progress but I did add one to all the ACs.
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Maliki
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Re: House Rule Opinions

Post by Maliki »

I don't like the d20 for stats, it just creates characters with stats that are too varied for my tastes. The 3d6 method pushes everything towards the middle (or average), things that fall outside of the "average" range either higher or lower makes the character memorable.

I do think the 24d6 is a idea worth trying at least.
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Hywaywolf
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Re: House Rule Opinions

Post by Hywaywolf »

The problem here is that they are choosing weapons to get the best stats like this is just a game. In old school you choose the weapon that fits the type of character you are playing. Hell, many people give their characters crazy flaws that jeopardise their life quite often just because its fun to play a character that way.

I sometimes find myself doing the same thing, choose a weapon simply because of the stats, but I try to keep that to a minimum. I mean, its a story we are writing, but I don't want to die in it either.
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dymondy2k
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Re: House Rule Opinions

Post by dymondy2k »

I think there are some better ways than using a d20..

- 4d6 and drop the lowest
- Roll 3 sets and pick the best, allowing them to put the stats in whatever ability they wanted..
- A point buy system
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artikid
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Re: House Rule Opinions

Post by artikid »

If what you are looking for is more heroic/unique characters I'd suggest:
-4d6 drop lowest
-Maximum Hp at first levels
-Use class-options supplements (Combat Options, MU options, Thief Options and Cleric Options)
-Use the Backgrounds and Specialties supplement by James Roberts and Shayne Power (kind of gives very simple Feats to characters)

These should grant more uniqueness to the PCs without changing the game too much.
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Metroknight
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Re: House Rule Opinions

Post by Metroknight »

I use the following in my game.

4d6 reroll 1's and drop the lowest die. Place roll where you want it.
For HP I use 1/2 con(round down) plus the a rolled class hd. This allows a first level fighter that has a CON of 16 to have a hp of 8+d8 for his first level which is a 9 to 16. Rather high to start with but it does average out over the long haul and gives the players time to grow into their characters

The monsters on the other hand get to have 3/4 hp for their HD by default. Makes it easier to toss a fight together if you know a monster is a 2 HD creature so it's hp is 12 or so.

I'm not saying my way is a good way but just that it is my way and my players enjoy it. That is the main thing. Make the story fun and have it pull the players in. They will forget all about the mechanics when they start having fun while creating an interesting storyline.
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