Re: So, what house rules do you use ?
Also, for firearms, it should probably be clear that reducing AC doesn't apply if the AC is only due to Dex or magic.
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Also, for firearms, it should probably be clear that reducing AC doesn't apply if the AC is only due to Dex or magic.
Thank you, didn't even think of that. I'll be adding such clarification to my rules.
Here's a link to my "Weird Magic" house rules for spell retention. My version of these rules applies very specifically to sorcerous magic - elves and wizards only.
http://dl.dropbox.com/u/18027713/Weird_Magic_LotFP.pdf
Here are my current house rules that I have whipped up.
4D6 for Stats and drop the lowest, roll straight down the line.
I'm using King Arthur Pendragon's Personality Traits system. You basically have 20 points to spread between two extremes. This is just to help flesh out the characters a bit as a tool to aid in role-playing their characters.
All of the D6 skills have a Stat associated with them so they get 1 extra pip for every +1 Stat Modifier.
I think for attack bonuses I'm going to use this.
Dwarves, Elves, Halflings and Specialists gain +1 AB at levels 2, 4, 6, 8, etc.
Clerics & Magic users gain +1 at 3, 6, 9, etc.
Max Hit Points at level 1, but after that roll for each level.
Dwarves, Elves, and Halflings get +1 Pip to Searching.
Clerics, Elves, and Magic-users don't need to memorize spells. You can determine what spell you cast at the time of casting. The number of spells per day is still the same. Elves and Magic-users can only cast the spells that they have in their spellbook.
Last edited by samwise7 (2013-03-03 18:57:27)
It's all up in the air till they get to level 2 anyway, so I have some time to think about the attack bonus thing.
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