House Rules
- Dungeon Master's Guide Variant Rules:
Ability scores (p. 19): To generate characters, use a 30-point buy
system.
Variant, Power Components (p. 96): Admissible (Using rare/expensive
components to substitute for XP expenditure when casting spells) .
Variant, Automatic Hits and Misses (p. 64): A 'natural 1' counts as
-10, and a 'natural 20' counts as a 30.
Variant, Upkeep (p. 142): Admissible (characters must pay a certain
amount to maintain themselves each month; must be in line with their social
status or lose honor).
Variant, Story Awards (p. 168): Admissible when appropriate.
- Song and Silence Variant Rules:
Variant, Tougher Tumble Checks (p. 37): Imposes penalties for terrain type
and darkness.
Variant, Tougher Tumble Checks (p. 37): To tumble and escape an attack of
opportunity, a character must make an Tumble check opposed by a d20 modified
by the enemy's Reflex save.
- Psionics Handbook Variant Rules:
Variant, Psionics are Different (p. 39): Psionics usually don't
affect magic, and magic usually doesn't affect psionics. When they do
conflict (e.g., psycholuminescence manifested inside a darkness
spell, the power or spell with the higher level dominates; otherwise the
power or spell cast more recently dominates).
- If Thoughts Could Kill Variant Rules:
Variant, Power Scaling Rule (p. 36 of the pdf): Pay additional power
points to augment damage.
Variant, Secondary Disciplines and Variant Powers Discovered (p. 37 of the
pdf): Psions can choose two subdisciplines which are manifested as if with
their primary discipline ability score. They also use the chart to
find how many power points and powers they gain per level.
Variant, Spells as Powers (p. 40 of the pdf): Not admissible.
- Any and all feats from WotC sources are allowed. Feats from
3rd-party sources are also allowed pending the DM's decision.
Regional feats from the Forgotten Realm's Campaign Sourcebook, become
"open-ended" ancestral feats, meaning the player must invent a
story about their character's ancestors to gain the feat.
- Crossbows can be fired at an adjacent target without drawing
an attack of opportunity from the target. Other creatures threatening the
crossbow-wielder are allowed attacks of opportunity against her however, for
firing a missile weapon. Loading a crossbow draws an attack of opportunity
as usual.
- A loaded crossbow be used to flank an adjacent target. Weapons with reach can be used to flank opponents within the area they
threaten. Thus, a character wielding a ransuer could flank an
enemy if he is directly opposite another teammate - he does not however have
to be adjacent to the enemy, since his weapon has reach. This
rule is probably implied by the PHB, but it has been added here for
clarification.
- Iaijustu damage in normal combat applies to the first strike
against a flat-footed opponent when the weapon is being drawn. It
cannot be applied to unarmed attacks. Perhaps this could be better explained in the OA book so it wouldn't
need a house rule.
- To fire more than one arrow or throw more than two hand-held missile
(assuming one is held in the off-hand ready for use), a character must also
possess the Quick Draw feat. In other words, to attack multiple
times in a round with a bow, a character must have the Quick Draw feat.
- Creatures immune to certain weapons are not threatened by them (e.g., a nonmagical sword vs. an
incorporeal creature).
If a creature is not threatened by a weapon, it cannot be flanked by its wielder.
Wielders of "ineffective" weapons are allowed attacks of opportunity
against opponents they cannot hit (though it does them little good).
- Wielders of weapons that cannot affect a certain creature cannot use
the aid another action in melee (PHB, p. 135).
- Experience for "skill-based" adventures equals
(character's skill rank) x (number of successful uses) x 10, summed for all
skills used. This is a system I made for those adventures where
most of the action revolves around role-play and a lot of skill checks, such
as a ninja spying on the local temple. To be counted for experience, a
the use of a skill has to be important (e.g., not hiding while
there's no one to see you).
For example, a ninja's mission requires her to spy on the local branch of
Temple Makura. During the adventure, she uses the following skills in
important situations, with the following experience award (in this case, the
ninja is a 4th-level character, and the first three skills are maxed
out):
Skill Successfully Used |
Ranks |
Number of Uses |
XP |
Hide |
7 |
4 |
7 x 4 x 10 = 280 |
Move Silently |
7 |
4 |
7 x 4 x 10 = 280 |
Bluff |
7 |
1 |
7 x 1 x 10 = 70 |
Use Rope |
2 |
1 |
2 x 1 x 10 = 20 |
Open Lock |
6 |
2 |
6 x 2 x 10 = 120 |
TOTAL XP |
770 XP |
- Role-playing awards for minor instances equal 10 x character level, and
five to ten times that for major instances. This is equivalent to
1% of the XP required for the next character level for a minor award, and
5~10% for a major award.
The Wu Jen |