What Was the Best House Rule You’ve Used?

Back in the days of our third edition D&D games, Paul ran a campaign in which he introduced karma. Karma, as he ran it, functioned similarly to bennies in Savage Worlds. They regenerated every session and allowed for useful things such as re-rolling and such. The manner in which we earned karma was slightly more complicated.

Basically, karma came in two flavors: karma points and karma pool. Karma points were given out at various points in the game for achieving plot objectives and generally being a bad-ass. These were good for purchasing permanent skill points, base attack, save bonuses, and, best of all, ability increases. These were, of course, appropriately expensive, but I had trouble justifying spending them on anything else, being the little dex-whore that I am. Paul finally had to put a cap on the number of times this was allowed, as my un-enhanced dexterity was creeping up on thirty.

So that part was really cool, but in addition to being able to buy character abilities, for every ten karma points we earned, we received one karma pool. Even if we spent all of our points, we still kept the pool. As I mentioned, karma pool worked a lot like bennies, though typically we had much more than three. These were good for re-rolling bad rolls, adding +10 to any one roll, adding a +5 to all defenses for a round, or making called shots. If the dice really hated you that day, or you were feeling particularly dramatic, you could always burn a point permanently to invoke an automatic natural twenty with max damage or to avoid certain death. I was always in the habit of saving a point for just such an occasion, as such dire circumstances were not exactly uncommon.

My favorite use of the avoid-certain-death feature wasn’t by me, but by a fellow player.  His illusionist mage had perished in particularly nasty fight in which the church we were in was destroyed down to the bedrock. He burned his karma point and was allowed to live. Eventually. Now, just because you survived didn’t mean you would come back unscathed. As far as we knew, he had been in the building when it was destroyed, but about a week later he shows back up at the home-base, looking none the worst for wear. Ok, he had a tendency to fade back into the shadows, but he had always been kind of quiet. So what if he sometimes passed through a door instead of opening it.  He was a wizard; that’s what they do. It was understandable that he couldn’t tell us where he’d been.  It had been a traumatic experience. We learned much later how true that was; he had in fact willed himself back into existence from the shadow plane and was now ten-percent shadow. If he wasn’t paying attention, he ran the risk of becoming incorporeal. Eventually he was able to control and enhance this power, which led to some serious shenanigans. Best karma ever spent.

Now Your Turn:  What was the Best House Rule You’ve Used?

Leave your story in the comments, and next week we’ll post the best story.  If you have any questions you’d like us to answer in a future Behind the Bar, let us know.

Last Weeks Winner is:  UTSquishy

The Question was “What was Your Most Anti-Climatic Fight?”, to which he wrote:

The End of Zombie Run. I had Minifigs all over my Kitchen Table (Both Leaves In). I had a Wall constructed, and some towers, and 100 Zombies, a little scenery, my paper Buses.

This was my first attempt to use the Savage Worlds Mass Combat Rules. I attempted to modify the rules a bit, since they seemed to point toward an anti-climatic ending. I had a way of placing some PC action between rounds.

First the Buses full of zombies attempted to Ram the gates, and were taken out by the PCs’ clever use of tactical nuke mines—only a hand full of the zombies survived, and they were on the outside of the gate where the “villainous” NPCs were located. Then the first mass combat roll, after 15 minutes of discussion about how the rule worked, I forgot to let each of the PCs take an action as I had planned and rolled the second round of Mass Combat.

Multiple Aces from the PCs decimated the opposing force and triggered the one action that would cause them to turn tail.

I chose to ignore the turning of tail and moved from mass combat rules to standard combat rules and it was still over in the next round.

So Much for an explosive action packed evening as planned—wanna play some Guitar Hero or Rock Band?

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  • http://twitter.com/entonfire Andrew Linstrom

    Wait, what? A Pip, writing a blog post for Apathy? *exclamations of astonishment and wonder*

    The burning down the church moment reminds me of an idea I had for my Warmachine RPG conversion. The miniature wargames Wamachine and Hordes have once per game abilities called feats that allow each player's commander/HQ model to drastically influence the game. Also present in the game are multiple iterations of many of these characters, called epic versions, and their transitions from “normal” to “epic” are typically covered in the fluff under dramatic and dire circumstances, such as having a burning church fall on them. Ergo, in my Warmachine RPG conversion, individual PCs wouldn't be able to earn access or upgrades to their own once-per-session feat until they suffer a transformational equivalent to having a burning church fall on them.

    My favorite house rule is one that I devised for my own d20 games: No class skills. along with boosting any class that got 2 skill points per level to 4 skill points per level. Players of all classes can purchase ranks one-for-one in any skill, instead of paying twice the cost for half the maximum potential. Is your clever fighter really into clockwork gadgetry? Does your wizard secretly like doing cartwheels? Let them! Don't worry too much about player rolls and expectations. Let them do what the want to do.

  • Hillary Crenshaw

    It's not really Pip, it's spooky bizarro-world Pip! This never happened and I will deny all knowledge.

    Speaking as a member of a class that normally only gets 2 skill points, I really appreciated both of your house rules. Now my poor cleric can have hobbies outside of devout worship and and hymn singin'. Or not be total fail at critical things like spot checks.

  • 77IM

    While I quite like tinkering with house rules, I usually don't aim for big game-changing rules, just little tweaks to suit my play preferences. I guess my best ones are:

    – In D&D 4e we radically changed how Action Points work. In addition to their normal uses, you can spend an Action Point to reroll a check or recharge an encounter power. PCs get a lot more of them (about 1-3 per PC per encounter)… but look out, enemies have an equally large pool of Action Points! This made the game much more dynamic and exciting and helped with some of the balance and grinding issues we had with 4e.

    – In Savage Worlds, we routinely allow Tricks and Tests of Wills to be used at range and against multiple targets. After trying a variety of rules, I think the simplest solution is just a -2 penalty to affect a small group. This greatly increases the options available to the non-combat-oriented characters, and it “makes sense” that certain tricks/taunts/intimidates could work this way.

  • 77IM

    Where “best” is defined as “had the most positive impact on game play.” Now we need a topic asking “What are your worst house rules?” ;}

  • Doran

    Well, it was actually just 5% to start with, other… things happened later which drew me further into the shadow.