Tim Baker wrote: ↑
Wed Jun 06, 2018 2:13 am
What are your house rules?
I've not got a game of my own going at the moment. I'm in someone else's game, but that's not the same as having your own one.
But one house rule I've already thought about is more of a "crystal sphere house rule".
And that is that I want to run 3rd Edition D&D Spelljammer games, with just the core rules (PHB + DMG and MM) as how the entire D&D Multiverse works, and then add in rules from non-core rulebooks to be "house rules" for individual crystal spheres.
That way Realmspace gets The Weave, the Shadow Weave, Spellfire and some other Realms specific stuff, while Krynnspace gets High Sorcery with magic controlled by the phases of Krynn's moons.
Deities that can be worshipped would be "crystal sphere house rules", as each deity can be worshipped in one or more crystal spheres. Trying to regain spells from a non-local deity is a feature of Spelljammer, so I would either be picking a list of deities for each crystal sphere or making something like a Random Encounter table to decide if a deity has local access or not.
One of the editions of Manual of the Planes
had some sort of rule about the level of magic on a Material Plane. I believe in the One Prime model, but I would still use that rule...only it would become a "house rule" for that crystal sphere.
This means there could be some crystal spheres where it takes a week instead of a day for Clerics to regain spells (that's inspired by something someone told me about how D&D Lankhmar works). Or there could be a crystal sphere where everyone can cast cantrips when they get to 10th Level.
There could be crystal spheres where all animals are naturally Awakened (as per the Awaken
spell), and can speak Common.
Or you could have special materials that can be turned into weapons that act like +1 magical weapons, rocks that are explosive (like grenades) or dust made from ground up wizard bones that dispels magic.
Everyone does things their own way, but I personally think that lots and lots of house rules can make things a bit difficult for players. (You end up needing to create your own Player's Guide to give players a list of your house rules.) But I think that, with a transitive setting like Spelljammer or Planescape (and maybe even with Ravenloft) you can do some funky stuff in a specific area to make that area seem special and not have that stuff impact on the entire campaign.