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houserules [2007/01/06 14:55] – created jimshouserules [2017/05/27 18:56] (current) – external edit 127.0.0.1
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 ==== Variant Rules (as documented in the Dungeon Masters Guide) ==== ==== Variant Rules (as documented in the Dungeon Masters Guide) ====
  
-**DMG p.25: Automatic Hits and Misses**+=== DMG p.25: Automatic Hits and Misses ===
  
-An attack roll of "1" is not an automatic miss.  It is treated as a -10 for purposes of +An attack roll of "1" is not an automatic miss.  It is treated as a -10 for  
-calculating the AC hit.  Similarly, an attack roll of "20" is not an automatic hit.  It +purposes of calculating the AC hit.  Similarly, an attack roll of "20" is not an  
-is treated as a 30.  //Additional: This rule has been extended to cover **ALL** d20 rolls.//+automatic hit.  It is treated as a 30.
  
-**DMG p.36: Power Components**+=== DMG p.36: Power Components ===
  
-Special, rare ingredients can be substituted for XP for preparation of certain+Special, rare ingredients can be substituted for XP for preparation of certain 
 powerful spells. powerful spells.
  
-==== Variant Rules (as documented in the Unearthed Arcana) ====+ 
 + 
 +==== Variant Rules (as documented in other books) ==== 
 + 
 +=== EPH p.65: Psionics is different === 
 + 
 +//Dispel Magic//, //Antimagic field//, etc. do not affect psionic effects. 
 +Similarly, //Dispel Psionics//, //Null Psionics Field//, etc. do not affect 
 +spell magic effects. 
  
 ==== House Rules (of our own invention) ==== ==== House Rules (of our own invention) ====
  
-**Losing a level costs XP, not necessarily a full level**+=== Losing a level costs XP, not necessarily a full level ===
  
-When a character dies, instead of his/her XP being placed at the midway point of +When a character dies, instead of his/her XP being placed at the midway point of  
-the previous level, they will lose 500 XP for each level below their current. +the previous level, they will lose 500 XP for each level below their current. As  
-As with the standard rule, first level characters lose 2 points of CON. +with the standard rule, first level characters lose 2 points of CON. The intent  
-The intent of this rule is to add consistency to an otherwise painful rule.  It +of this rule is to add consistency to an otherwise painful rule.  It no longer  
-no longer punishes characters who are close to a new level when they die.+punishes characters who are close to a new level when they die.
  
-//Example:// Pavo is an 8th level Dwarven Fighter killed by a determined Frost +//Example:// [[Pavo]] is an 8th level Dwarven Fighter killed by a determined  
-Giant.  Instead of being placed at 24,500 XP (midway between 7th and 8th), he +Frost Giant.  Instead of being placed at 24,500 XP (midway between 7th and 8th),  
-will instead lose 3,500 XP (500 * (his level at death - 1)).  If he was at the bottom +he will instead lose 3,500 XP (500 * (his level at death - 1)).  If he was at  
-of 8th level (28,000 XP), he would end up at the same point as the old rule (24,500 XP). +the bottom of 8th level (28,000 XP), he would end up at the same point as the  
-However, if he was near the top of 8th level, he would remain 8th level.+old rule (24,500 XP). However, if he was near the top of 8th level, he would  
 +remain 8th level.
  
-**Death does not come as fast**+=== Death does not come as fast ===
  
   * A person is //Disabled// when they have between **0** and **-F** (inclusive) hit points (where **F** is the person's //Total Fort Save//).   * A person is //Disabled// when they have between **0** and **-F** (inclusive) hit points (where **F** is the person's //Total Fort Save//).
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   * A person is //Dead// when they have **-(F+11)** (or lower) hit points.   * A person is //Dead// when they have **-(F+11)** (or lower) hit points.
  
-//Example:// Pavo (F=12) would become //disabled// if his hit points dropped anywhere +//Example:// [[Pavo]] (F=12) would become //disabled// if his hit points dropped  
-between 0 and -12.  If he ends up at the midpoint of this range (-6 hp), he'd be able +anywhere between 0 and -12.  If he ends up at the midpoint of this range (-6  
-to execute (on average) 2 standard actions without entering the //dying// condition.+hp), he'd be able to execute (on average) 2 standard actions without entering  
 +the //dying// condition.
  
-**The Nature of Evil**+=== Languages ===
  
-(need succint definition of my moral compass here) +Just as described in the PHB, each character starts out with //Common//, their  
- +racial language(s), and a number of bonus languages equal to their INT modifier.  
-**Languages** +Each language can be spoken fluently with no chance of significant 
- +
-Just as described in the PHB, each character starts out with //Common//, +
-their racial language(s), and a number of bonus languages equal to their INT +
-modifier.  Each language can be spoken fluently with no chance of significant+
 misunderstanding. misunderstanding.
  
-However, the //Common// tongue is not the all-encompasing language the rules +However, the //Common// tongue is not the all-encompasing language the rules  
-make it out to be.  Instead, it is a rather limited trader's tongue.  Simple +make it out to be.  Instead, it is a rather limited trader's tongue.  Simple  
-conversation is possible, with special emphasis on the words and concepts +conversation is possible, with special emphasis on the words and concepts  
-relating to barter.  However, advanced conversation is difficult and, in many +relating to barter.  However, advanced conversation is difficult and, in many  
-cases, impossible.  Additionally, many monsters and wilderness races do not+cases, impossible.  Additionally, many monsters and wilderness races do not 
 speak Common in any useful way. speak Common in any useful way.
  
-However, speaking without a common language is still possible, depending on the +However, speaking without a common language is still possible, depending on the  
-similarity of the languages known.  Any two languages have //points of similarity// +similarity of the languages known.  Any two languages have //points of  
-and with a successful //Speak Languages// roll, conversation is possible.+similarity// and with a successful //Speak Languages// roll, conversation is  
 +possible
 + 
 +=== Spellcasters get bonus 0-level spells === 
 + 
 +All spellcasters get a number of bonus 0-level spells equal to the number of  
 +bonus 1st-level spells that they qualify for. 
 + 
 +//Example:// Allie, a 2nd level Favored Soul with a CHA of 20 can cast 8 0-level  
 +and 6 1st-level spells per day.  The rules as written would be "only" 6/6. 
 + 
 +=== Dice may be changed by one size, as long as expected value remains the same === 
 + 
 +As there is no love for the 4-sided die, it is acceptable to replace any d4+1  
 +roll with a d6, instead.  This same principle may be applied to any die roll -- 
 +as long as the expected value of the new roll is the same as the old one, and  
 +that the die size does not change by more than one.  **This rule should be used  
 +sparingly** and DM approval is required. 
 + 
 +//Example//: Changing a d8+2 to a d10+1 is acceptable (as both have an expected  
 +value 6.5). However, changing to a d12 (also 6.5) is not allowed as it would  
 +change the d8 to a d12 -- which is two "sizes" away. 
 + 
 +=== "Take 10" is not allowed for Knowledge Skills === 
 + 
 +Unlike most other skills, exercising a Knowledge Skill takes no time and doesn'
 +represent a success/failure of some activity.  Instead, it is simply a means to 
 +determine whether a character //knows// something or not. 
 + 
 +Because of this, a character is not allowed to "Take 10" on a Knowledge Skill.
  
houserules.1168116928.txt.gz · Last modified: 2017/05/27 18:42 (external edit)