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House Rules Compendium Anonymous 04/27/2025 (Sun) 09:15:32 Id: 0ca6cb No. 3288
We share here our tables house rules, here some of mine: >D&D 3.5e (not always all enabled at the same time though)Group alignment at chargen the group pick an alignment between L/G, L/E, C/G and C/E as the shared party alignment, the individual characters can take any alignment that is of one step deviation top from that (eg: group is L/G, available alignments are then L/G, L/N and N/G); • Iconic characters each pc has to have a combination of charoptions unique to his own, the only exception is picking "human" for the race; • Elite fallback when generating stats players are allowed to make 2 arrays using 4d6 drop the lowest and selecting one between the two and the Elite array (15, 14, 13, 12, 10, 8); • Called shots are sunder attacks using the rules for sundering a carried or worn object and the localised damage optional rules from the DMg p.27. Making a called shot with a ranged weapon requires to be in 30ft or less distance from the target and counts as a full attack action. You can't make a called shot against creatures immune to critical hits; • Roll for Common there are multiple "lingua franca" in the world, each specific of the regional mercantile clusters and each of them requires a roll on the Speak Language skill (much like in SpyCraft) using the Decipher Script skill rules (CD is determined by the information complexity, cultural familiarity and degrees of separation, like geographical distances); • Feats retraining during character advancement it's possible to swap a feat for a new one or a chain of feats (up to a number of feats equal to the feats total available for the specific level) extending the timeskip necessary for the advancement and, optionally, expending money for training, as specified by the optional rule for training cost/time at p.197 of the DMg (Learning Skills and Feats); • Skills retraining as for Feats Retraining, the maximum number of retrainable ranks is equal to the rank cap of the specific level. You can't reduce a previous known skill at 0 ranks though; • Falling stunt fall damage is applied normally unless the character has no means for mitigating the fall (eg: being at arm reach from a wall), in which case the effects of localised damage (DMg p.27) are applied. On top of that if the character is free falling from more than 400ft the falling damage triggers a Coup de Grace; >GURPSSecondary Traits Cap all derived traits (secondary attributes like Per, Will, etc.. and Skills) are capped at +30℅ of their main Attribute score (eg: with IQ 10 the maximum related Skill level is 13). Advantages (eg: Talent) can be used to break the cap; • Reduced Disadvantage Budget the point total available from disadvantages is set at 30% (instead of 50%) of the Character Points budget; • Combat Reflexes fix the Enhanced Defense bonus included is no more; • Armor fix the optional rule for edged weapon damage from the Low-Tech is enabled; • Strength discount for high TL for each level above TL 8 the cost of Strenght gets reduced of a 10℅ (capping at 40℅); >Stormbringer (and other related d100 roll under games)Blackjack resolution (taken from Delta Green) in case of opposing rolls the roll result more close to the TN wins; • Dubs (Taken from Hârnmaster) a result of doubles indicates an extraordinary outcome (critical success/failure); • Push (Taken from CoC) if you fail a roll you can push your luck for a new roll risking a critical failure; • Skill synergy instead of rolling at default if the character has a skill thematically related can use that instead at half of its value. If does so cannot get skill advancement for both, cannot score a critical success nor push;
>>3288 Our DM has he following in our 3.5e campaign : >Death at -half max HP; >Stronger Poisons; >Making a Full Attack costs only a Standard Action >When making a Full Attack, can replace any number of attacks with a Standard Action attack (ToB Maneuver, Stunning Fist, etc) >Powerful monsters have Lair and Legendary actions as well as special "charged attack" they telegraph and the player can actively react to >Minions a la 4e >Assassin tweaks.
>>3288 Adding some more: >Mutants and Masterminds 3eImpervious to smash i add the Impervious modifier to homogeneous enough materials (walls and similar) or whenever makes the most sense; >CodaSystem LotRLower Magic i don't allow Mages as a PC order (it's still available for npc as "Sorcerer" using sorcery as default) and the Wizard as prestige order (it's only available to the Istari). The Sage order is only available for Dunedain, Sindar elves and particular npc (Noldor aren't allowed for PC as well); >Warhammer Fantasy Roleplay 1eMeaningful maturity if you pick "mature" for your age you start with 2 careers, the first one you have abandoned and the second instead of the initial skills. They give you both their career equipment but if there's overlap you get the worse pick between the two; • Meaningful demihumans young Dwarves and Elves (but not halflings) count as "mature" regarding the above house rule and get an advanced career instead from the get go if mature; • Altered starting advancements your roll for initial skills determine also the number of skills you have unlocked from your starting career and a number of advancement for your stats you begin with. In case of mature/demihuman you pick your intial skills from the second career you start with; • A is for Actions the (A) stat doesn't determine extra attacks exclusively but any other type of action (as a rule of thumb anything that can be executed in less than 1 second); • Muh naked dwarf if you don't wear armor you get 1 point of damage regardless; >>3315 Wow, that's more of a complete overhaul rather than just some house rules >>3323 >Assassin tweaks I don't know these ones
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My past DM always used a ton of reasonable QoL house rules that honestly made the game flow better and made sense. I miss playing with him so much man, I was a fucking fool and took it all for granted. Thank you DMs that use these to help your players.
>>3288 I think you shouldn’t nerf combat reflexes, imo combat reflexes is obviously the most powerful combat advantage in the game, but thats buy design its essentially the gurps option between this is and is not a combat character, it also functions well as the first advantage to gain if your doing a “civilian “ to adventure game as it makes sense and is cheaper then a point of dex and powerful, but you can only take it once
>>3461 Two of the best combat options for melee fighters in 3.5e are Combat Reflexes and Pounce, to the point where people will not only build around that but sacrifice other possibilities to get that. Might as well just give those for free so that players can feel free to make other choices. >>3406 >I don't know these ones I don't have the document on hand now, but the big one the DM worked out for the player was the ability to, while hidden, examine a guy for a number of rounds with the Death Attack DC increasing. At some point he's guaranteed a one hit KO with the right circumstances. Basically playing into the player's assassin fantasy.
>>3406 Another one: >Savage Worlds (not yet playtested)Testing your grit! If a strike hits a target, regardless if the damage is enough to overcome its toughness, counts as a successful "test"; >>3416 Do you remember some of those hr? Here are some (that i recall) from a couple of GM i played with: >AD&D 2ePerfect/Critical Hit i'm not sure if these are optional rules from the 2e DMg however in this GM's game if you hit an AC 10 point lower than the one of the target you got a " perfect hit" (dmg x2), if you get the target AC -20 you got a "critical hit" (dmg x3 +lingering injury); >D&D 3.5eRecall experience all characters get the equivalent of the bardic knowledge ability but at half their level and only available once per session; >>3461 I disagree, combat reflexes is already powerful enough without the enhanced defences bonus, as-is you get: +1 to Fast Draw; +2 against Fright checks; The character doesn't "freeze" on a surprise; +6 to recover from mental stun and for awakening; +1 (+2 if party leader) to the WHOLE group initiative to avoid surprise; ...all for 15 cp! >>3464 >combat reflexes That anon was pointing to my gurps combat reflexes hr, not a 3.5e combat reflexes hr >assassin I like this, i may adapt it for boosting a bit the coup de grace mechanics.
>>3465 One example was item usages that take a whole action can take a bonus, but you need to roll for how much of the effect you get since you're doing it very fast and sloppily in that instance. That way the main action is still available for something to be done in full. It allowed more player interaction in a turn which was nice in games with larger numbers of players.
>>3465 Another dump: >D&D 3.5eMorale Check as for the AD&D one, except that it is rolled as a 'd20 +HD +bonuses vs fear' check, if the result is 5 or less the creature is shaken and surrenders, if result is 10 or less the creature is shaken and (tries to) turn and flee, if result is 14 or less the creature is shaken and will try withdrawal / tactical repositioning (if successful loses the shaken condition), with 15 or more the creature is uneffected >Savage Worlds (not yet playtested)Forgot my pocker deck! For initiative roll a plain d20 (20 is the Joker), use dice ad-hoc for card tables; • Fuck bennies for rerolls you bet your wild die (if you fail the reroll you lose it), for effects you directly expend it. If you lose the wild die the character is considered an extra for the rest of the scene, after that it regains the wild die returning to wildcard status. Roleplay disadvantage don't allow for betting/expending the wild die if you oppose them and allow for immediately recover it if you indulge in them; >>3517 Yeah, i also personally prefer more flexible action economies over more rigid ones (as for 3.5e) but for my groups i find stringent action rules to be more useful in case of bigger groups (my players are a bit "greedy"). Of course some agile GMing is needed to avoid bogging down the combat.
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>>3530 Dumping some related screencaps


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