Welcome to the Cage Berks!
Oct 1, 2017 4:51:44 GMT -8
Post by Jherek Everfull on Oct 1, 2017 4:51:44 GMT -8
Sooooo because I'm a softy for the Older Edition, but enjoy some power creep, here are the rules! Lets hope you clueless lot can make it more than a month before meeting the business end of a Dustman scalpel. (Stole most of theRules from our resident boss man)
Core Rules
Character Generation - I prefer using a new method I saw on GitP recently 14d6, take any two dice and add them to a base of six for each stat. Multiply the remaining two dice by ten for starting Funds.
Height/Weight/Age - Players need not roll for these, unless they want to. They can just choose them. The DM secretly rolls your maximum age, to learn when your character will die of old age (if you're lucky!)
Starter Spells - A player may choose his wizard's starting spells, but still must roll to learn them. Upon reaching a new spell level, a mage learns a new spell for that level automatically (chosen by the player). A mage's first spellbook is free, but additional ones must be paid for. If the mage has a mentor or tutor, they receive a few free spells without rolling.
When XP is Given - Characters earn XP (and level up automatically upon receiving enough to do so) at the end of a thread. Threads are usually divided into chapters, and generally will end when the party rests for the night.
Initiative - I use Individual Initiative during combat. I also use all of the modifiers that come with it, including casting times and weapon speeds. Characters with multiple attacks don't use them until the end of the round (except for those who are dual-wielding). I also only roll initiative once, at the beginning, instead of every round, for simplicity.
Firing into Melee - This rule is largely ignored. You can only hit an ally during melee with a projectile weapon if you roll a fumble or if they move directly into your line of fire (and are larger than or the same size as your target). If you try and fire a projectile weapon at a target while someone else is meleeing you, the opponent gets a free attack.
Optional Rules (The rules in blue found in the PHB/DMG)
Intelligence Bonus to Proficiencies - For every language slot a character gets from INT, they get an extra NWP slot, as well.
Maximum Spells per Level - Based on their INT score, wizards have a limit to how many spells they can learn each level, total.
Racial Adjustment to Charisma - I actually apply lots of extra modifiers to Charisma when taking into account race, class, ethnicity, and so forth. For instance, a Cleric of Good proudly bearing his icon in a land of evil is likely to get a big penalty to his reaction adjustment.
Detection of Pick Pocketing - I use the optional rule that allows a thief a lesser chance of being caught pickpocketing when the victim is lower level than the thief.
Nonweapon Proficiencies - I use both weapon and nonweapon proficiencies in my game, not secondary skills. Unless stated otherwise, a character must train to learn a new proficiency slot once it becomes available.
Encumbrance - I do use (basic, not specific) encumbrance in my games. I also rule that magical armor does not count toward one's encumbrance.
Horse Traits - I do use horse traits for flavor, but don't usually enforce them.
Armor Made of Unusual Metals - I do allow this.
Spell Components - I do use these. Material components that are rare and expensive must be in the caster's inventory to work. For more general components, like sand, gum, cloth, etc., a caster needs a 'component bag' that costs 1 gp per spell level to refill (a 1st level mage would need to spend 1 gp, a 3rd level mage would need to spend 3 gp, etc.) at a mageware shop. The component bag must be refilled between adventures (or once a month, whichever comes first).
Researching Extra Wizard Spells - I allow that any spell researched by a wizard does not count against his/her limit of spells per level.
Individual Experience Awards - I use these, and group awards, too.
Training - I do not require a character train to advance in level (but they do need to train to learn new proficiencies).
Weapon Type vs Armor Modifiers - I do use these rules. Thus, a piercing weapon is more effective against leather armor, whereas a bludgeoning weapon is better against chain mail.
Parrying - I do allow this.
Multiple Attacks Against Weak Opponents - I do allow warriors to make a number of attacks equal to their level against opponents who have 1-1 or less HD.
Polearms/Shields and Weapon Frontage - I use both of these rules.
Critical Hits/Misses - I use both. A natural 20 is a critical hit, and the character is allowed to roll for double damage (the rules state you are supposed to roll twice, but I find it easier in pbp to just roll once and double it). On a natural 1, the character fumbles. What this means is up to the DM, but it can involve a weapon breaking, accidentally hitting oneself or an ally, dropping a weapon or falling down to the ground. It depends on the situation.
Specific Injuries - I do not use this rule.
Hovering at Death's Door - I do use this rule. At 0 HP, a character becomes unconscious and bleeds out (losing 1 HP per round) until they reach death at -10 HP. A character who is bleeding out can have their wounds bound (no check or roll needed) to stop the bleeding. Magical healing spells only restore an unconscious character to 1 HP and no more can be used until the character has rested one day (exception--the Heal spell).
Aerial Combat - I use all of these rules, too.
Degrees of Darkness Modifiers - I use these, yep. Moving/fighting in moonlight is not as bad as total darkness, etc.
Jogging and Running - I use these rules.
Terrain Effects on Movement - I use these rules. So traveling through water, snow, heavy forest/brush, rocky ground, and in darkness slows the party down.
Terrain Modifiers for Overland Movement - I use these, too.
Command Words - Rods, wands and staves use them, yep.
Splatbook Rules
Kits - I do allow some kits, but not others. If you are interested in a kit, just ask the DM to find out more. Every character has the ability to have two active kits. A regional kits like those offered in the Realms books, and a class kit like those offered in the Complete series. You could have an Archendale Myrmidon or a Bloodsea Pirate Minotaur. I understand that some settings do not provide regional options. We can develop one together, or you can re-flavor an existing one from another setting.
The Complete Fighter's Handbook - I use the rules for weapon and armor crafting, off-hand weapon use, kneeling and sitting, range and initiative, ambidexterity, fighting style specialization, martial arts, punching/wrestling specialization, disarming, grabbing, holding, pinning, pulling/tripping, sapping, shield punching and rushing, recovery of temporary damage, darkness modifiers, unstable ground, mounted combat, bone and stone weaponry, high quality racial armor, and piecemeal armor.
The Complete Paladin's Handbook - Pretty much all of it.
The Complete Ranger's Handbook - Pretty much all of it.
The Complete Wizard's Handbook - Pretty much all of it.
The Complete Priest's Handbook - Pretty much all of it.
The Complete Druid's Handbook - Pretty much all of it.
The Complete Thief's Handbook - Pretty much all of it.
The Complete Bard's Handbook - Pretty much all of it.
The Complete Book of Dwarves - Pretty much all of it.
The Complete Book of Gnomes and Halflings - Pretty much all of it.
The Complete Book of Elves - Just the expanded archery rules and the new equipment/spells.
The Complete Book of Humanoids - Pretty much all of it.
Of Ships and the Sea - Pretty much all of it.
Dungeoneer's Survival Guide - I use the new equipment.
Wilderness Survival Guide - The rules for temperature, the rules for food and water, the rules for foraging, fishing and hunting.
Player's Option: Spells and Magic - The Cure Moderate Wounds spell only.
Planes Walkers Guide
Players Guide to Greyhawk
Faiths and Pantheons
Fighters and Priests of the Realms
Wizards and Rogues of the Realms
Most other campaign specific players supplements
House Rules
No Racial Ability Minimums or Maximums - I don't bother with these at all (e.g., not being able to play a dwarf unless your STR is 8 or higher). Never saw the point to it.
No Level Limits - I don't bother with these, either. Most of my games never get high enough in level for them to matter anyway.
Lesser Alignment Restrictions - Druids and Bards can be of any alignment.
Rally Allies/Berserker Rage - The benefits of a bard's 'rally allies' ability kicks in on the first round, not the third round. Those who can go berserk can do so in one round, not ten.
Proficiency Checks without the Proficiency - In some cases, I will allow a character to attempt a proficiency check in something he/she doesn't have proficiency in. In this case, they must roll a 3 or less to succeed. And the end result will never be of high quality (someone trying to forge a dagger without the weaponsmithing proficiency will only make one of average quality at best). There are lots of stipulations to this rule. For instance, the character in question cannot even make the attempt if the DM feels that it violates common sense (a character who has never seen a horse before can't possibly hope to make a rider check). Likewise, some things are just impossible for unskilled characters, regardless of luck (someone without the armorer proficiency could try and bang out a satisfactory suit of chain mail, but full plate mail is out of the question).
Crossbow Damage - In my games, a light crossbow does 1d10 damage and a heavy crossbow does 1d12 damage.
Turn/Control Undead - I allow clerics and paladins with this ability to also use it against extraplanar creatures. A good cleric can turn evil extraplanar creatures, and an evil cleric can control evil extraplanar creatures.
Cantrips - Cantrip is not a spell, but a nonweapon proficiency that can only be taken by someone with levels in wizard or bard.
Natural Healing - The effects of natural healing and the healing proficiency are stacked.
Proficiency Slots - If a player adds an empty NWP slot to a proficiency he/she already has, they get a +2 to their rolls.
Aid Another - If two characters have the same proficiency, one can 'aid' the other in their roll, and this adds a +2 to the roll.
Familiars - I use a special rule for familiars. At level 2, a mage or bard can summon a familiar automatically, without the use of a spell. At level 4, the caster can see through the familiar's eyes if they concentrate and do nothing else. At 6th level, the caster can cast touch-spells through their familiar. Then at 8th level, the caster's familiar gains a special ability (depending on what the familiar in question is).
Reading/Writing - I rule that if you have a proficiency with Reading/Writing, you can read and write any language you can speak. This does not apply to ancient languages, though.
NWP cross skills - All nonweapon proficiencies cost 1 slot each. However, if you pick a nwp that is not a class skill, you suffer a -2 to your rolls.
Metalworks - Armorer and Weaponsmithing proficiencies are reliant on STR or INT, representing differing techniques.
Alignment - Alignment is very important in the City of Doors, and the outer and Inner Planes. Belief shapes reality, your alignment can have drastic environmental and interpersonal effects.
Non-Lethal combat - There is no 'to hit' penalty for fighting when trying to knock out an opponent with non-lethal fighting.
Forum/Posting Rules
Present Tense - Keep your posts in present tense, please.
Three Day Rule - The DM will wait for any given player at least three days before moving on.
Name Your Targets! - When in combat, make sure to specify who you are hitting or where you are centering any spells.
AWOL - If a player vanishes (stops posting, doesn't even log in) for at least a month without giving any prior explanation or warning, they are dropped from the game and their character becomes a permanent NPC.
Dialogue - Please place all dialogue in quotation marks.
Spamming - Don't spam or double-post. Nothing is sadder than someone trying to inflate their post count like it actually matters.
Core Rules
Character Generation - I prefer using a new method I saw on GitP recently 14d6, take any two dice and add them to a base of six for each stat. Multiply the remaining two dice by ten for starting Funds.
Height/Weight/Age - Players need not roll for these, unless they want to. They can just choose them. The DM secretly rolls your maximum age, to learn when your character will die of old age (if you're lucky!)
Starter Spells - A player may choose his wizard's starting spells, but still must roll to learn them. Upon reaching a new spell level, a mage learns a new spell for that level automatically (chosen by the player). A mage's first spellbook is free, but additional ones must be paid for. If the mage has a mentor or tutor, they receive a few free spells without rolling.
When XP is Given - Characters earn XP (and level up automatically upon receiving enough to do so) at the end of a thread. Threads are usually divided into chapters, and generally will end when the party rests for the night.
Initiative - I use Individual Initiative during combat. I also use all of the modifiers that come with it, including casting times and weapon speeds. Characters with multiple attacks don't use them until the end of the round (except for those who are dual-wielding). I also only roll initiative once, at the beginning, instead of every round, for simplicity.
Firing into Melee - This rule is largely ignored. You can only hit an ally during melee with a projectile weapon if you roll a fumble or if they move directly into your line of fire (and are larger than or the same size as your target). If you try and fire a projectile weapon at a target while someone else is meleeing you, the opponent gets a free attack.
Optional Rules (The rules in blue found in the PHB/DMG)
Intelligence Bonus to Proficiencies - For every language slot a character gets from INT, they get an extra NWP slot, as well.
Maximum Spells per Level - Based on their INT score, wizards have a limit to how many spells they can learn each level, total.
Racial Adjustment to Charisma - I actually apply lots of extra modifiers to Charisma when taking into account race, class, ethnicity, and so forth. For instance, a Cleric of Good proudly bearing his icon in a land of evil is likely to get a big penalty to his reaction adjustment.
Detection of Pick Pocketing - I use the optional rule that allows a thief a lesser chance of being caught pickpocketing when the victim is lower level than the thief.
Nonweapon Proficiencies - I use both weapon and nonweapon proficiencies in my game, not secondary skills. Unless stated otherwise, a character must train to learn a new proficiency slot once it becomes available.
Encumbrance - I do use (basic, not specific) encumbrance in my games. I also rule that magical armor does not count toward one's encumbrance.
Horse Traits - I do use horse traits for flavor, but don't usually enforce them.
Armor Made of Unusual Metals - I do allow this.
Spell Components - I do use these. Material components that are rare and expensive must be in the caster's inventory to work. For more general components, like sand, gum, cloth, etc., a caster needs a 'component bag' that costs 1 gp per spell level to refill (a 1st level mage would need to spend 1 gp, a 3rd level mage would need to spend 3 gp, etc.) at a mageware shop. The component bag must be refilled between adventures (or once a month, whichever comes first).
Researching Extra Wizard Spells - I allow that any spell researched by a wizard does not count against his/her limit of spells per level.
Individual Experience Awards - I use these, and group awards, too.
Training - I do not require a character train to advance in level (but they do need to train to learn new proficiencies).
Weapon Type vs Armor Modifiers - I do use these rules. Thus, a piercing weapon is more effective against leather armor, whereas a bludgeoning weapon is better against chain mail.
Parrying - I do allow this.
Multiple Attacks Against Weak Opponents - I do allow warriors to make a number of attacks equal to their level against opponents who have 1-1 or less HD.
Polearms/Shields and Weapon Frontage - I use both of these rules.
Critical Hits/Misses - I use both. A natural 20 is a critical hit, and the character is allowed to roll for double damage (the rules state you are supposed to roll twice, but I find it easier in pbp to just roll once and double it). On a natural 1, the character fumbles. What this means is up to the DM, but it can involve a weapon breaking, accidentally hitting oneself or an ally, dropping a weapon or falling down to the ground. It depends on the situation.
Specific Injuries - I do not use this rule.
Hovering at Death's Door - I do use this rule. At 0 HP, a character becomes unconscious and bleeds out (losing 1 HP per round) until they reach death at -10 HP. A character who is bleeding out can have their wounds bound (no check or roll needed) to stop the bleeding. Magical healing spells only restore an unconscious character to 1 HP and no more can be used until the character has rested one day (exception--the Heal spell).
Aerial Combat - I use all of these rules, too.
Degrees of Darkness Modifiers - I use these, yep. Moving/fighting in moonlight is not as bad as total darkness, etc.
Jogging and Running - I use these rules.
Terrain Effects on Movement - I use these rules. So traveling through water, snow, heavy forest/brush, rocky ground, and in darkness slows the party down.
Terrain Modifiers for Overland Movement - I use these, too.
Command Words - Rods, wands and staves use them, yep.
Splatbook Rules
Kits - I do allow some kits, but not others. If you are interested in a kit, just ask the DM to find out more. Every character has the ability to have two active kits. A regional kits like those offered in the Realms books, and a class kit like those offered in the Complete series. You could have an Archendale Myrmidon or a Bloodsea Pirate Minotaur. I understand that some settings do not provide regional options. We can develop one together, or you can re-flavor an existing one from another setting.
The Complete Fighter's Handbook - I use the rules for weapon and armor crafting, off-hand weapon use, kneeling and sitting, range and initiative, ambidexterity, fighting style specialization, martial arts, punching/wrestling specialization, disarming, grabbing, holding, pinning, pulling/tripping, sapping, shield punching and rushing, recovery of temporary damage, darkness modifiers, unstable ground, mounted combat, bone and stone weaponry, high quality racial armor, and piecemeal armor.
The Complete Paladin's Handbook - Pretty much all of it.
The Complete Ranger's Handbook - Pretty much all of it.
The Complete Wizard's Handbook - Pretty much all of it.
The Complete Priest's Handbook - Pretty much all of it.
The Complete Druid's Handbook - Pretty much all of it.
The Complete Thief's Handbook - Pretty much all of it.
The Complete Bard's Handbook - Pretty much all of it.
The Complete Book of Dwarves - Pretty much all of it.
The Complete Book of Gnomes and Halflings - Pretty much all of it.
The Complete Book of Elves - Just the expanded archery rules and the new equipment/spells.
The Complete Book of Humanoids - Pretty much all of it.
Of Ships and the Sea - Pretty much all of it.
Dungeoneer's Survival Guide - I use the new equipment.
Wilderness Survival Guide - The rules for temperature, the rules for food and water, the rules for foraging, fishing and hunting.
Player's Option: Spells and Magic - The Cure Moderate Wounds spell only.
Planes Walkers Guide
Players Guide to Greyhawk
Faiths and Pantheons
Fighters and Priests of the Realms
Wizards and Rogues of the Realms
Most other campaign specific players supplements
House Rules
No Racial Ability Minimums or Maximums - I don't bother with these at all (e.g., not being able to play a dwarf unless your STR is 8 or higher). Never saw the point to it.
No Level Limits - I don't bother with these, either. Most of my games never get high enough in level for them to matter anyway.
Lesser Alignment Restrictions - Druids and Bards can be of any alignment.
Rally Allies/Berserker Rage - The benefits of a bard's 'rally allies' ability kicks in on the first round, not the third round. Those who can go berserk can do so in one round, not ten.
Proficiency Checks without the Proficiency - In some cases, I will allow a character to attempt a proficiency check in something he/she doesn't have proficiency in. In this case, they must roll a 3 or less to succeed. And the end result will never be of high quality (someone trying to forge a dagger without the weaponsmithing proficiency will only make one of average quality at best). There are lots of stipulations to this rule. For instance, the character in question cannot even make the attempt if the DM feels that it violates common sense (a character who has never seen a horse before can't possibly hope to make a rider check). Likewise, some things are just impossible for unskilled characters, regardless of luck (someone without the armorer proficiency could try and bang out a satisfactory suit of chain mail, but full plate mail is out of the question).
Crossbow Damage - In my games, a light crossbow does 1d10 damage and a heavy crossbow does 1d12 damage.
Turn/Control Undead - I allow clerics and paladins with this ability to also use it against extraplanar creatures. A good cleric can turn evil extraplanar creatures, and an evil cleric can control evil extraplanar creatures.
Cantrips - Cantrip is not a spell, but a nonweapon proficiency that can only be taken by someone with levels in wizard or bard.
Natural Healing - The effects of natural healing and the healing proficiency are stacked.
Proficiency Slots - If a player adds an empty NWP slot to a proficiency he/she already has, they get a +2 to their rolls.
Aid Another - If two characters have the same proficiency, one can 'aid' the other in their roll, and this adds a +2 to the roll.
Familiars - I use a special rule for familiars. At level 2, a mage or bard can summon a familiar automatically, without the use of a spell. At level 4, the caster can see through the familiar's eyes if they concentrate and do nothing else. At 6th level, the caster can cast touch-spells through their familiar. Then at 8th level, the caster's familiar gains a special ability (depending on what the familiar in question is).
Reading/Writing - I rule that if you have a proficiency with Reading/Writing, you can read and write any language you can speak. This does not apply to ancient languages, though.
NWP cross skills - All nonweapon proficiencies cost 1 slot each. However, if you pick a nwp that is not a class skill, you suffer a -2 to your rolls.
Metalworks - Armorer and Weaponsmithing proficiencies are reliant on STR or INT, representing differing techniques.
Alignment - Alignment is very important in the City of Doors, and the outer and Inner Planes. Belief shapes reality, your alignment can have drastic environmental and interpersonal effects.
Non-Lethal combat - There is no 'to hit' penalty for fighting when trying to knock out an opponent with non-lethal fighting.
Forum/Posting Rules
Present Tense - Keep your posts in present tense, please.
Three Day Rule - The DM will wait for any given player at least three days before moving on.
Name Your Targets! - When in combat, make sure to specify who you are hitting or where you are centering any spells.
AWOL - If a player vanishes (stops posting, doesn't even log in) for at least a month without giving any prior explanation or warning, they are dropped from the game and their character becomes a permanent NPC.
Dialogue - Please place all dialogue in quotation marks.
Spamming - Don't spam or double-post. Nothing is sadder than someone trying to inflate their post count like it actually matters.