Wednesday, June 23, 2021

Rules Index

This post is a collection of various house rules and rulings we’ve employed over the years. The intention is to update with additions/changes whenever needed.

* The posts/rulings below are intended to be a guide for when similar situations/questions arise in our current game. Note that some of these were issued several years ago, for different campaigns (and in some cases, different rule systems). I reserve the right to alter or update them, if warranted.

 

House Rules

  • Ability scores
    • 4d6-drop-lowest, arrange to taste; up to two times, you may permanently discard these scores to roll a new set
  • Hit points
    • Max hp are awarded at 1st level
    • For all subsequent levels, any 1s on hit point dice may be rerolled
  • Proficiencies
    • Both weapon and nonweapon proficiencies are in use going forward
  • Critical hits
    • An attack roll of natural 20 automatically deals max damage
  • Training
    • To level up, a PC must train for a number of days equal to the new level
    • No monetary cost or mentor requirement is currently enforced

Class Abilities

Magic/Spells

Miscellaneous


4 comments:

  1. Removed the house rule for firing into melee. Bow and missile fire rules have been clarified in the post linked to "Missile fire"; the intention has always been to handle this by-the-book.

    ReplyDelete
  2. Removed the "point trade" option for ability scores. I'll reserve the right to allow exceptions on a case-by-case basis, but this is largely something I'd like to nix going forward.

    ReplyDelete
  3. Updated to reflect that both weapon and nonweapon proficiencies will be used for the new campaign.

    ReplyDelete
  4. Removed the starting XP house rule:

    * New PCs start the game with 5,000 XP (+ prime requisite bonus, if applicable)

    This may be reinstated (at or below this value, note that 3,000 XP was considered) in the future, depending how things go.

    ReplyDelete

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