houserules
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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 " | + | An attack roll of " |
| - | calculating the AC hit. Similarly, an attack roll of " | + | purposes of calculating the AC hit. Similarly, an attack roll of " |
| - | is treated as a 30. // | + | 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. |
| - | // | + | // |
| - | Giant. | + | Frost Giant. |
| - | 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 // | * A person is // | ||
| Line 41: | Line 50: | ||
| * 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. | ||
| - | // | + | // |
| - | between 0 and -12. If he ends up at the midpoint of this range (-6 hp), he'd be able | + | anywhere |
| - | 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 // |
| - | + | racial language(s), | |
| - | **Languages** | + | Each language can be spoken fluently with no chance of significant |
| - | + | ||
| - | Just as described in the PHB, each character starts out with // | + | |
| - | their racial language(s), | + | |
| - | modifier. | + | |
| 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' | + | make it out to be. Instead, it is a rather limited trader' |
| - | 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. | + | relating to barter. |
| - | cases, impossible. | + | cases, impossible. |
| 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. | + | similarity of the languages known. |
| - | and with a successful //Speak Languages// roll, conversation is possible. | + | similarity// |
| + | 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. | ||
| + | |||
| + | // | ||
| + | and 6 1st-level spells per day. The rules as written would be " | ||
| + | |||
| + | === 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. | ||
| + | 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. | ||
| + | |||
| + | // | ||
| + | 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 " | ||
| + | |||
| + | === "Take 10" is not allowed for Knowledge Skills === | ||
| + | |||
| + | Unlike most other skills, exercising a Knowledge Skill takes no time and doesn' | ||
| + | represent a success/ | ||
| + | determine whether a character //knows// something or not. | ||
| + | |||
| + | Because of this, a character is not allowed to "Take 10" on a Knowledge Skill. | ||
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