House Rules

This isn’t a new post. I’m just moving my house rules to a blog post instead of putting them on their own page.

1. Characters always get inherent bonuses (see Dungeon Master’s Guide 2 or check the box in the character builder).

2. Characters get Weapon Expertise and Implement Expertise feats for free.

3. Players get their choice of defense bonus feats for free. At paragon level, either Iron Will, Lightning Reflexes, Great Fortitude, or Paragon Defenses. At epic level, either Epic Will, Epic Reflexes, Epic Fortitude, or Robust Defenses.

4. Every character has a character theme song on the battle music playlist. Whenever that song comes up, there character gains an action point that he or she must spend during his or her next turn.

5. When first joining the game, come up with a list of three things you want out of the campaign (such as “fight a dragon,” “receive an artifact,” or “be wrongfully imprisoned.”)

6. I don’t give out experience. Instead, I have players level each session or every other session (often, whenever it makes the most sense in the story).

7. Every player can collect fun points. Fun points are acquired in the following ways. When a player reaches 10 points, he or she gets a roll on the fun list and gets a benefit that can be used at any time.

One Time

Write up a character background. – 10 points

Buy a Player’s Handbook and read the Combat chapter and the Equipment Chapter – 10 points

Answer number 4 (see above).

Ongoing

Arrive on time to a D&D session and come prepared with character sheet, pencils, paper, books dice, power cards, etc. – 1 point

Note-taking (anyone who takes thorough notes) – 2 points

Spend $5 on D&D/RPG products – 1 point

Bring Snack Food/Drinks – 2 points (3 for really good food)

Bringing props for your character – clothing items, weapons, trinkets, etc. – 1 point/session

In addition, each player can also give out up to 2 points per session. These can be given out for good role-playing, problem solving, tactics, creativity, and for humor and fun.

The Fun List

1 – Secret Stash Scroll: You just happen to have the ritual scroll you need! (Your level or lower)
2 – Secret Stash Potion: You just happen to have the potion you need! (Your level or lower)
3 – Secret Stash Adventuring Gear: You just happen to have the piece of gear you need! (Any piece from table on 222)
4 – Secret Stash Alchemy: You just happen to have the alchemical item you need! (Your level or lower)
5 – Secret Stash Weapon: You just happen to have the weapon you need! (Any piece from pages 218-219)
6 – Lucky Find Ritual: Lucky you! You find a ritual book of your level or lower.
7 – Lucky Find Magic Weapon: Lucky you! You find a magic weapon of your level + 1d4 (or lower).
8 – Lucky Find Magic Armor: Lucky you, you find a magic armor of your level + 1d4 (or lower).
9 – Lucky Find Magic Implement: Lucky you! You find a magic implement of your level + 1d4 (or lower).
10 – Lucky Find Magic Arm Item: Lucky you! You find a magic item for arm slot of your level + 1d4 (or lower).
11 – Lucky Find Magic Feet Item: Lucky you! You find a magic item for feet slot of your level + 1d4 (or lower).
12 – Lucky Find Magic Hand Item: Lucky you! You find a magic item for hand slot of your level + 1d4 (or lower).
13 – Lucky Find Magic Head Item: Lucky you! You find a magic item for head slot of your level + 1d4 (or lower).
14 – Lucky Find Magic Neck Item: Lucky you! You find a magic item for neck slot of your level + 1d4 (or lower).
15 – Lucky Find Magic Ring Item: Lucky you! You find a magic item for ring slot of your level + 1d4 (or lower). Must be level 10 to use.
16 – Lucky Find Magic Waist Item: Lucky you! You find a magic item for waist slot of your level + 1d4 (or lower).
17 – Lucky Find Treasure: Double the amount of non-magic treasure you just found.
18 – Lucky Find Upgrade a magic item you just received to 1 level higher. Pick a new item.
19 – A Smattering of Words You can speak and read one language for the next day.
20 – Like the Monkey Add +10 to an Acrobatics roll you just made.
21 – Amateur Arcanist Add +10 to an Arcana roll you just made.
22 – What Can You Bench? Add +10 to an Athletics roll you just made.
23 – Me? Lie? Add +10 to an Bluff roll you just made.
24 – Half-Elf’s Tongue Add +10 to an Diplomacy roll you just made.
25 – I Once Went to the Underdark Add +10 to an Dungeoneering roll you just made.
26 – I Can Do This All Day Add +10 to an Endurance roll you just made.
27 – Have You Heard of the Athalas Plant? Add +10 to an Heal roll you just made.
28 – Once Upon a Time Add +10 to an History roll you just made.
29 – Human Lie Detector Add +10 to an Insight roll you just made.
30 – You Lookin’ At Me? Add +10 to an Intimidate roll you just made.
31 – Tree Hugger Add +10 to an Nature roll you just made.
32 – How Did You Even See That? Add +10 to an Perception roll you just made.
33 – You Haven’t Heard of that God? Add +10 to an Religion roll you just made.
34 – Shhhhh! Add +10 to an Stealth roll you just made.
35 – I Know a Shortcut Add +10 to an Steetwise roll you just made.
36 – Oh, Was That Locked for a Reason? Add +10 to an Thievery roll you just made.
37 – Fortuitous Failure Suppress a zone or conjuration for 1d6 + 1 rounds.
38 – Wise Beyond Your Years Acquire one feat for 1 day, regardless of level or pre-reqs (DM’s discretion).
39 – I Remember How to Do That Add +5 to one skill check you just made.
40 – Extra Batteries Recharge a power in a magic item.
41 – Bull’s Eye Ignore penalties to attack until the end of the encounter.
42 – Third Wind Spend a healing surge as a free action.
43 – Second Line of Defenses Ignore penalties to defenses until the end of the encounter.
44 – I Wear Two Suits of Armor Gain a +2 bonus to AC until the end of the encounter.
45 – I’m Glad I Took My Vitamins Gain a +2 bonus to Fortitude until the end of the encounter.
46 – I’m Smarter Than I Look Gain a +2 bonus to Will until the end of the encounter.
47 – I Totally Dodged That Lightning Bolt Gain a +2 bonus to Reflex until the end of the encounter.
48 – I Sharpened My Weapon This Morning Gain a +2 bonus to attack and damage until the end of the encounter.
49 – Monster Repellant Gain resistance to one damage type until the end of the encounter.
50 – Can’t Keep a Brotha’ Down Gain a +2 bonus to saving throws until the end of the encounter.
51 – These Aren’t the Droids You’re Looking For Target creature is dominated by you until the end of its next turn.
52 – Way of the Ninja Teleport 5 squares.
53 – Way of the Blender Keep using at-will attack powers until you miss.
54 – Use the Force Reroll an attack roll.
55 – Energy Strike Deal 1d6 extra damage of an energy type of your choice.
56 – Fortunate Turn of Events Gain +2 to a roll you just made.
57 – Let Me Try That Again Reroll any number of damage dice you just rolled.
58 – Quicker Than You! Initiative: Move to the beginning of the initiative list.
59 – Dilettante Skills: +1 to all skills for 1 day.
60 – Good Thing I Wore My Displacement Cloak Make an enemy reroll an attack.
61 – Longer Legs Gain a +1 bonus to speed until the end of the encounter.
62 – I Like the Look of You One non-hostile NPC becomes a trusted friend and ally.
63 – You Lucky Devil Lucky: Reroll one die.
64 – My Arms Are Longer Than They Look You have reach 2 and threatening reach until the end of the encounter.
65 – Tis a Flesh Wound Take half damage from weapon attacks until the end of the encounter.
66 – Limbo Expert You do not elicit opportunity attacks until the end of the encounter.
67 – Big Feet, Big Hands You gain a +5 bonus to bull rush and grab attacks until the end of the encounter.
68 – Oh, I Totally Saw That Coming Your group is not surprised when it normally would be.
69 – Prophetic Insight You know the answer to one question that can be answered with yes or no (DM’s discretion)
70 – Word on the Street Find out where something or someone is. (DM’s discretion)
71 – I’m Tougher Than I Look Gain 2 healing surges.
72 – Damn Elves You ignore difficult terrain until the end of the encounter.
73 – Finding Nemo You do not have to make swim checks for 1 day.
74 – Drow Eyes You gain darkvision for 1 day.
75 – Its All in the Wrist You gain +2 to your critical range.
76 – My Name is Enigo Montoya You can keep fighting even while at negative hit points. You still make death saving throws.
77 – I Spent Years Building Up a Resistance to Iocain You are immune to poison effects until the end of the encounter.
78 – Dread Pirate Roberts Push any enemy adjacent to you 1 square at the start of your turn.
79 – Only Slightly Less Known… Know all facts about enemy.
80 – I Am Not Left Handed Either You can make one basic melee attack as a minor action each round until the end of the encounter.
81 – Copy Cat Select and copy fun card from other PCs.
82 – Double the Fun Roll twice on the Fun List
83 – Immunization Shots You are immune to disease until the end of the encounter.
84 – Keep a Clear Head You are immune to daze until the end of the encounter.
85 – Third Eye You are immune to blind until the end of the encounter.
86 – Eyes in the Back of Your Head You cannot be flanked until the end of the encounter.
87 – I Am Wolverine! You have regeneration 5 until the end of the encounter. (10 at paragon, 15 at epic)
88 – Just Try Stopping Me You are immune to immobilize until the end of the encounter.
89 – I Get Knocked Down, But I Get Up Again Stand up from prone as a free action until the end of the encounter.
90 – I Shall Not Suffer Frailty You are immune to weaken until the end of the encounter.
91 – I’m Too Fast For You You are immune to slow until the end of the encounter.
92 – Focus, Just Focus You are immune to stun until the end of the encounter.
93 – Hulk Out You are immune to restrain until the end of the encounter.
94 – Your Cheap Tricks Won’t Work on Me You are immune to dominate until the end of the encounter.
95 – I’m Not Done Yet Recharge an encounter attack power.
96 – Take That—Again! Recharge a daily attack power.
97 – I’m Full of Useful Tricks Recharge a utility power.
98 – Look What a Good Night’s Rest Can Do Gain extra hit points for the day equal to your healing surge value.
99 – Undaunted You ignore fear effects until the end of the encounter.
100 – You Win D&D Succeed at anything (DM’s discretion)

 

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Categories: D&D

4 thoughts on “House Rules

  1. Nice. Some items need a duration or other details like how much resistance or how long does expanded crit range last, but I like the idea.

  2. Greg, I like a lot of the tweaks and story ideas posted here. It brings me to a question I actually debated Tweeting you on a few days ago; Keeping your thoughts organized. I’m a DM as well and have a pretty long running campaign with the same core of characters. The story has evolved quite a bit over the last 15 levels and is constantly changing. Often when I read some material (such as this, or browsing the MM’s, etc. etc.) I have some ideas relating to the campaign. I assume that you do as well? My question is, how do you keep those thoughts organized? I “forget to remember” probably 80% of the ideas!

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