Module Matinee Info
Aug 27, 2018 12:59:06 GMT -8
Post by Daos on Aug 27, 2018 12:59:06 GMT -8
This is a complete list of rules and house rules that I use in my game.
Core Rules
Character Generation - I prefer using Method I (3d6, down the line).
Height/Weight/Age - Players need not roll for these, unless they want to. They can just choose them.
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 called 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.
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 - A natural 20 always hits and a natural 1 always misses, but a natural 20 does not deal extra damage and a natural 1 does not result in a fumble.
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 for at least 6 hours (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.
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 and Sunscorch spells only.
Tome of Magic - Pretty much all of it.
Tales of the Lance - All of it.
House Rules
Max HP at 1st level - At first level, HP is always the maximum amount (including CON modifier) without needing to roll.
Cantrips - Cantrip is not a spell, but a nonweapon proficiency that can only be taken by someone with levels in wizard or bard (see below).
Natural Healing - The effects of natural healing and the healing proficiency are stacked.
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 Method I (3d6, down the line).
Height/Weight/Age - Players need not roll for these, unless they want to. They can just choose them.
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 called 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.
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 - A natural 20 always hits and a natural 1 always misses, but a natural 20 does not deal extra damage and a natural 1 does not result in a fumble.
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 for at least 6 hours (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.
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 and Sunscorch spells only.
Tome of Magic - Pretty much all of it.
Tales of the Lance - All of it.
House Rules
Max HP at 1st level - At first level, HP is always the maximum amount (including CON modifier) without needing to roll.
Cantrips - Cantrip is not a spell, but a nonweapon proficiency that can only be taken by someone with levels in wizard or bard (see below).
Natural Healing - The effects of natural healing and the healing proficiency are stacked.
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.