House Rules
This document covers the rules made up by past D&D groups and used in most games, including Pathfinder games. The rules are not set in stone, but are ones I prefer to use in my gamming groups.
Criticals and Fumbles: A natural 1 is always a miss. A roll in a threat range can be a critical the character must immediately roll again to see if they hit and if they do then a critical is scored.
"Track" is a phrase used to try and bring the group back into line. The phrase may be used by the Dungeon Master or any player when ever that person feels that the side talk is getting out of hand. The purpose of TRACK is to get the group back on the subject, the game at hand.
"Chuck" is a phrase used by the Dungeon Master to inform the party that the subject being discussed is not relevant to the game. Some NPCs might be named CHUCK, because they are of little importance. The purpose of CHUCK is to get the group moving past a point that matters little to the game as a whole. Not every NPC of little consequence will be named chuck, but if too much time is being wasted on them then the DM may announce that their middle name is CHUCK.
When dice are rolled and one dice falls to the floor then the whole group of dice must be re-rolled. If one dice comes up cocked then only that dice has to be re-rolled. This way we won't be scrambling to see what was rolled on the floor.
There has been an issue in the past with a person who cheated, back in my gaming group from Virginia. I told him that his cheating only hurt the party because I would be forced to make the encounters tougher. To prevent this happening again I want all party members to roll their die where others can see the results. This should have been brought up in my last game, but it was not so I am bringing up this rule now. Use of the dice towers is recommend, but not required. From now on all die rolls, especially those for hit points must be made in my presence.
The current Dungeon Master is responsible, with approval from the host's householders, for who will be accepted in the game. This decision is made based upon a group decision, but the Dungeon Master for the current campaign is responsible for who can be invited to the game. Players who wish to bring other people (even if they are only going to observe) should try and contact the Dungeon Master at least one day prior to game.
Having a social life and work is important, and sometimes it becomes more important than the game. This is a fact of life and no apologies need to be made for it. If some one has another commitment on the night of the game then they should contact the Dungeon Master or the game's host at least one night before. The player will not be punished. It is strongly recommended that the player allow another player to play their character, or leave the character with the DM for him to play it. The Dungeon Master will try and insure that the character's ideals are not violated and that the character will not be changed in any major fashion (rarely will this principle not be followed). With this procedure the character should not fall too far behind the rest of the characters in experience points and treasure shares. If the Dungeon Master has to play the character though expect that character to hang in the back ground and it may require a little prodding from the players to get the DM to make a move with the absent player's character. This is because the DM is concentrating on the game and what the NPCs are doing in response to the party's actions; he is not trying to be a party member as well. With this in mind you will leave a copy of your character with the DM in case if something comes up between meetings. It hurts continuity when a character is suddenly absent for no logical reason and it strains the players sense of immersion in the game when the DM is scrambling to explain why a party member is suddenly absent. If experience, magic items and treasure are to be handed out then the character must be present to get their fare share and the player must be there or they have to accept whatever the party decides to give them.
It is important to remember that the game host has to clean up the mess afterwards. As such the game host can require the participants to help with the clean up after the game. If everyone cleans up after themselves it will help make the mess easier to clean up (especially with the trash and cans). It would be appreciated if you put the dishes you use in the dishwasher after you finish using them. I will make it a point to either empty the clean dishes or tell the group if I have clean dishes in the dishwater otherwise assume that they are dirty.
DVDs & Books: It is possible to borrow books, DVDs, videos and other material from the DM, remember that to plan future modules the DM needs access to his books and source material. The group has access to all of the major books in a PDF format so with coordination you can gain access to them.
Special House Rules
Healing Potions: are treated as healing draughts and can be poured over the person to cure them. You do not have to force them down the subject's throat and worry about killing them if they choke on the potion.
An attack roll of a natural one is not always a fumble. Roll an attack roll again, if you would hit then you have not fumbled. If you miss on the second roll then it is a fumble. All attacks from that point on, for that round, are lost as you grope for your weapon. You must pass a Reflex roll, DC 15, to avoid dropping your weapon.
There will be no mercurial weapons. There is too much room for abuse.
Praying for divine intervention: is a last ditch method to gain a service from your God. It always comes with a price to be paid. Characters have a 10% chance to receive aid from their god (5% of it being directly from the god itself). They may make only three such pleas per day before exhausting the patience of their god, who will then be deaf to further pleas for a week.
Spell Trigger devices: like wands, rods, and staffs don't require a Concentration check to use, once the person commits to using them they operate and can't be interrupted, (unless the items is destroyed or taken away; taking an item from someone would require an opposed strength check or CMB vs. CMD check for Pathfinder), they can be counterspelled as normal though. Counterspelling a spell from an item would be difficult, you would have to know what the spell is being cast, but if you used a wand of fireballs on one round then your enemies might expect you to be using that same spell the next time you start waving a wand. This rule means it is more advantageous to use a wand in battle. Of course using most of these devices provoke attacks of opportunity unless you step out of combat, cast defensively, or the item description says its use doesn't provoke an attack of opportunity. If you can't step out and you use the item then normally and if you are hit in combat (and take damage) you will not be required to make a Concentration check to activate the device, as it would require when casting a spell. Or if you are running you would have to make a Concentration check to cast a spell; with a spell completion item you do not. Spell completion items are a way to get around the need for a Concentration check. Wondrous items don't necessary enjoy the same benefit they will be decided on a case by case basis; consult the DM.
A 20 is always a success and a 1 is always a failure on a attack, but not necessarily so for skill checks, if you have enough skill points in a skill a roll of a one may not mean a failure.
A natural 20 is always a success; for saving rolls it is a success even if you normally don't have enough bonuses to make the roll. The same holds true for an attack, even if you don't have a realistic chance of hitting you will hit and probably score damage if you roll a natural 20. However if a natural 20 is needed to hit then it will not be a critical hit..
The DMG and the Core Rulebook allow you to add magical enhancements to any masterwork items. You are limited in the amount of pluses you can add to a weapon (+10, unless it is and epic weapon, made by and epic character). There are some enhancements that only cost money and do not count as pluses toward a weapons final bonus. You may add up to 10 such enchantments. A weapon that was previously enchanted may be enchanted again and impoved, however you must pay the full price for the new enhancement. If it adds a magical bonus to the item then you would have to pay the price for the new magical bonus to the item. This means that enchantments that don't take a plus bonus can be applied freely.
A maximum of 10 Ioun Stones can be used by one character.

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