House Rules & Character Creation Info
Aug 25, 2022 18:01:36 GMT -8
Post by GreyWolfVT on Aug 25, 2022 18:01:36 GMT -8
(No silliness here.)
Stat Rolls: Two Options Area Avilable for Stats.
Method 1: Roll 4d6 drop the lowest place where wanted. Re-Roll anything below a 9 if you wish to.
Method 2: Point Buy each stat starts at a base of 6 and you get 36 points to distribute as desired not counting racial adjustments, No stat can go above a 17 prior to adding racial adjusters.
INT Bonus: The optional rule in the PHB about the bonus from INT counting for NWP and Languages is applied here.
Starting Level/Experience: All new characters will start with 4,000 XP (This is a rough amount and might need to be adjusted.)
Starting Coin: Roll for level 1 and add 100 gp to your result.
Hit Points: For 1st level Max HP + Con bonus roll for HP for all levels after the 1st. (Optional: Rolls of 1 can be re-rolled if player so desires.)
Races: pretty much any race found in the players handbook or the complete guide books can be used however for some of the rarer races that might not get along well with others in the party will need to give the DM a good argument as to why they are different and would get along with others not of their kind.
Class Kits: if anyone wishes to run a class kit that is allowed.
Disallowed Classes: Assassin,Paladin, Psionics, Necromancers
Source Books Allowed: anything in the complete guidebooks, GreyHawk books or core source books for AD&D 2nd edition is allowable. If you find something from Dragon magazine or another source you want to use run it by the DM (me) and I"ll consider it.
Class Racial Restrictions: Some exceptions to this rule.
Dwarves still wont be any type of Wizard Class.
Halflings still wont be any type of Wizard Class.
Gnomes are not restricted to only Illusionist they can be any type of Wizard Class.
Elves can still be anything.
Half-Elves can still be anything.
Humans can still be anything.
Half-Orcs can be anything except Bards.
Paladin Changes:
Paladin detect evil will work as follows. Can detect evil at 1st to 3rd level only 3 times in a 24hr period. Must rest/sleep & pray to regain the ability. This can only be used if you suspect someone of might have an evil intent. However if caught detecting evil it will be like giving anyone the evil eye stare and will at the very least upset and potentially make folk warry and avoid your character also if you use this and it gets anyone not evil mad with you you will suffer a -2 to your charisma for a day or until you earn forgiveness for the "mistake".
Lay on Hands should be used on others firstly, if nobody else is in dire need (basically if the paladin is injured worse) then this can be used on self (of the paladin).
Disallowed Alignments: preferably nothing Evil is allowed, although may allow for Neutral Evil. Preferring to avoid Player vs Player by having Evil alignment PCs.
Spell Components: common place components wont have to be purchased, it will be figured into the rest period that the mage would be gathering any components easily found in the area, if the component isn't destroyed in the casting of the spell then there is no worry in replacing it. More exotic items will have to be replaced when possible or purchased for the prices listed in the perspective books that list them.
Non-Weapon Proficiencies: Are used and can be used in "creative" ways to help save on rations/food or stopping into towns for repairs or replacing items so choose them wisely. Some of these can even be applied in ways to heal wounds or find herbs to help fight off poisons and other effects.
Critical Hits and Fumbles: I like to use the system where a natural 19 or 20 on a d20 is a critical hit but I also use a critical hits and fumbles table that needs a percentile die roll so if you get a Crit or a Fumble please edit your post and add a 1d100 roll if you don't I will roll one for you and give the results of that. Fumbles are still only a natural 1 on a d20. I do use the same table for monsters & NPCs.
Added Resource: The Planeswalker's Handbook for certain additional races to be allowed in.
Wizard Classes: gain Read Magic and Detect Magic as freebie 1st level spells. Cantrips are also allowed as a free spell.
Initiative Rolls: for combat I like to use group initiatives I will roll this as the DM for monsters/NPCs and the PC party.
Character Death: in this game I'm going to use my standard house rule you are not dead at 0 or below HP. You are unconscious at 0 HP and lose 1 HP per round if wounds are not bound or healed by another character. You don't die until you reach -10 HP. If you die you can create a new character and the DM will find a way to incorporate you back into the game where possible.
Deities: Lets stick with the GreyHawk deities for this please.
Bonus XP: I do bonus XP differently than the handbooks would have it done. Basically I give the fighter bonus to all classes/PC's for each monster anyone kills you get the fighter bonus awarded. Beyond that I generally after a "milestone" part of a module/campaign will award bonus XP as well if you did something I think justifies rewarding. (i.e. solves a tough problem or situation with a unique solution, finds a creative way to get out of a bad situation, so on and so forth)
Healing when below 0 HP: No matter what the healing roll is you are brought back to at least 0 from any negative HP when healed. If the healing roll is higher than the negative amount of HP you gain that number back. Example: PC is at -2 HP a cleric heals for 8 HP the PC is at -2 + 8 HP so is now at 6 HP.
Infravision: Infravision will be treated like Darkvision from 5th edition the ability to see in the darkness the same radius as stated for Infravision of the character's racial description as if they had the light of a torch to see by.
Free Gear to all Characters:
1x Backpack
1x Bedroll
7 days Dry Rations
1x Waterskin
1x Small belt pouch
1x set of clothing includes a belt
1x dagger or knife with sheath
Stat Rolls: Two Options Area Avilable for Stats.
Method 1: Roll 4d6 drop the lowest place where wanted. Re-Roll anything below a 9 if you wish to.
Method 2: Point Buy each stat starts at a base of 6 and you get 36 points to distribute as desired not counting racial adjustments, No stat can go above a 17 prior to adding racial adjusters.
INT Bonus: The optional rule in the PHB about the bonus from INT counting for NWP and Languages is applied here.
Starting Level/Experience: All new characters will start with 4,000 XP (This is a rough amount and might need to be adjusted.)
Starting Coin: Roll for level 1 and add 100 gp to your result.
Hit Points: For 1st level Max HP + Con bonus roll for HP for all levels after the 1st. (Optional: Rolls of 1 can be re-rolled if player so desires.)
Races: pretty much any race found in the players handbook or the complete guide books can be used however for some of the rarer races that might not get along well with others in the party will need to give the DM a good argument as to why they are different and would get along with others not of their kind.
Class Kits: if anyone wishes to run a class kit that is allowed.
Disallowed Classes: Assassin,
Source Books Allowed: anything in the complete guidebooks, GreyHawk books or core source books for AD&D 2nd edition is allowable. If you find something from Dragon magazine or another source you want to use run it by the DM (me) and I"ll consider it.
Class Racial Restrictions: Some exceptions to this rule.
Dwarves still wont be any type of Wizard Class.
Halflings still wont be any type of Wizard Class.
Gnomes are not restricted to only Illusionist they can be any type of Wizard Class.
Elves can still be anything.
Half-Elves can still be anything.
Humans can still be anything.
Half-Orcs can be anything except Bards.
Paladin Changes:
Paladin detect evil will work as follows. Can detect evil at 1st to 3rd level only 3 times in a 24hr period. Must rest/sleep & pray to regain the ability. This can only be used if you suspect someone of might have an evil intent. However if caught detecting evil it will be like giving anyone the evil eye stare and will at the very least upset and potentially make folk warry and avoid your character also if you use this and it gets anyone not evil mad with you you will suffer a -2 to your charisma for a day or until you earn forgiveness for the "mistake".
Lay on Hands should be used on others firstly, if nobody else is in dire need (basically if the paladin is injured worse) then this can be used on self (of the paladin).
Disallowed Alignments: preferably nothing Evil is allowed, although may allow for Neutral Evil. Preferring to avoid Player vs Player by having Evil alignment PCs.
Spell Components: common place components wont have to be purchased, it will be figured into the rest period that the mage would be gathering any components easily found in the area, if the component isn't destroyed in the casting of the spell then there is no worry in replacing it. More exotic items will have to be replaced when possible or purchased for the prices listed in the perspective books that list them.
Non-Weapon Proficiencies: Are used and can be used in "creative" ways to help save on rations/food or stopping into towns for repairs or replacing items so choose them wisely. Some of these can even be applied in ways to heal wounds or find herbs to help fight off poisons and other effects.
Critical Hits and Fumbles: I like to use the system where a natural 19 or 20 on a d20 is a critical hit but I also use a critical hits and fumbles table that needs a percentile die roll so if you get a Crit or a Fumble please edit your post and add a 1d100 roll if you don't I will roll one for you and give the results of that. Fumbles are still only a natural 1 on a d20. I do use the same table for monsters & NPCs.
Added Resource: The Planeswalker's Handbook for certain additional races to be allowed in.
Wizard Classes: gain Read Magic and Detect Magic as freebie 1st level spells. Cantrips are also allowed as a free spell.
Initiative Rolls: for combat I like to use group initiatives I will roll this as the DM for monsters/NPCs and the PC party.
Character Death: in this game I'm going to use my standard house rule you are not dead at 0 or below HP. You are unconscious at 0 HP and lose 1 HP per round if wounds are not bound or healed by another character. You don't die until you reach -10 HP. If you die you can create a new character and the DM will find a way to incorporate you back into the game where possible.
Deities: Lets stick with the GreyHawk deities for this please.
Bonus XP: I do bonus XP differently than the handbooks would have it done. Basically I give the fighter bonus to all classes/PC's for each monster anyone kills you get the fighter bonus awarded. Beyond that I generally after a "milestone" part of a module/campaign will award bonus XP as well if you did something I think justifies rewarding. (i.e. solves a tough problem or situation with a unique solution, finds a creative way to get out of a bad situation, so on and so forth)
Healing when below 0 HP: No matter what the healing roll is you are brought back to at least 0 from any negative HP when healed. If the healing roll is higher than the negative amount of HP you gain that number back. Example: PC is at -2 HP a cleric heals for 8 HP the PC is at -2 + 8 HP so is now at 6 HP.
Infravision: Infravision will be treated like Darkvision from 5th edition the ability to see in the darkness the same radius as stated for Infravision of the character's racial description as if they had the light of a torch to see by.
Free Gear to all Characters:
1x Backpack
1x Bedroll
7 days Dry Rations
1x Waterskin
1x Small belt pouch
1x set of clothing includes a belt
1x dagger or knife with sheath