HoG Rules and Information
Jan 18, 2020 9:26:11 GMT -8
Post by Margrave on Jan 18, 2020 9:26:11 GMT -8
Core Rules
Character Generation - see thread
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!)
Spellbooks - 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.
Spellcaster spellbooks...all have cantrip, detect magic, read magic.
Spells in book are equal to above 3 + max spell level at 1st; max spell level at 2nd; max spell level -3 at 3rd (so a 5th level wiz with 15 INT would have 10 1st, 7 2nd, and 4 3rd)
Familiars: For spell casters who summon a familiar, the following apply:
1st level: caster saves,+1 AC, THAC0 if higher, NWP and skills, grants Alertness Prof, empathic link, share spells, no damage on saves/half on fail, and half caster's HP cumulative
3rd: deliver touch spells, +1 AC
5th: scry on familiar, +1 AC
7th: speak with master, +1 AC
9th: speak with animals, +1 AC
11th: Magic resistance like scarab of Protection (currently 14), +1 AC
+1 AC and MR each odd level thereafter
Each familiar will have a special skill bonus attached to it that will be like an automatic aid another +2 to that proficiency
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 also only roll initiative once, at the beginning, instead of every round, for simplicity.
+ I will roll Initiative and use group initiative - rolled only on the start of combat and remain that number through the combat using reaction, spell, item and weapon speed modifiers.
+ Characters with multiple attacks don't use them until the end of the round (except for those who are dual-wielding).
Firing into Melee - You may take aim (-4 to hit) to ensure you do not hit an ally. You can hit an ally during melee with a projectile weapon if you roll a fumble or if they move directly into your line of fire.
+If you try and fire a projectile weapon at a target while someone else is engaged in melee with 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.
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.
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).
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 does max dice damage plus a roll of damage. (ex: crit on longsword is 8+1d8)
+On a natural 1, the character fumbles. What this means is up to the DM, depending 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 for about 5 minutes or the spell Heal is used.
Aerial Combat - I use all of these rules, too.
Degrees of Darkness Modifiers - I use these. 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 most kits. If you are interested in a kit, just ask the DM to find out more.
The Complete Fighter's Handbook
The Complete Paladin's Handbook
The Complete Ranger's Handbook
The Complete Wizard's Handbook
The Complete Priest's Handbook
The Complete Druid's Handbook
The Complete Thief's Handbook
The Complete Bard's Handbook
The Complete Book of Dwarves - no player underdark race
The Complete Book of Gnomes and Halflings no player underdark race
The Complete Book of Elves - no flying elves
The Complete Book of Humanoids
From the Ashes and Monster Mythology
House Rules
Max HP at 1st and 2nd level - At first level and second level, HP is always the maximum amount (including CON modifier) without needing to roll.
+For levels 3+ characters gain half die for all levels thereafter. (d4 is 2.5, d6 is 3.5, etc.,.)
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 Prof Check/3 (round up) or less to succeed.
+Say a non-swimmer with 13 STR falls in a river. That character would be able to dog paddle with a 13/3=4.3 - so a 4 or less would work.
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 extra-planar creatures as special. A good cleric can turn evil extra-planar creatures, and an evil cleric can control evil extraplanar creatures.
Cantrip - may be used like hedge magic a number of times per day equal to INT bonus languages (so 15 INT caster would have 4 uses)
Spellcasters may memorize lower level spells in higher level slots. (ex: Sir Bless a lot, a 3rd level cleric, could memorize 1st level bless in a 2nd level slot.)
Resting/Natural Healing - Once per day resting for 8 hours heals CON/5 round up any decimal (16-20=4 HP, 11-15=3 HP, etc.,.)
+Resting multiple 8 hour blocks a day will not heal beyond this value unassisted per 24 hour period; Healing NWP will stack with resting without use of healing bag.
+Healing NWP will give players back 1d3+CON bonus HP if successful during this treatment. (15 CON character would get 2-4 hit points back)
+First Aid: Only one use of Healing NWP per 'wounding encounter' and must be administered prior to magical healing. Doing so uses bandages and poultices that must be replenished. A Healer's Kit fits in a small belt pouch, weighs 1 lb, and has costs 6 gp for 30 bandages and balms. To replenish, 1 sp per 'charge'
++Example: After battle against goblins, the cleric administers First Aid giving 15 CON 2-4 Hit Points back. The cleric then casts a CLW to the party member.
++Later on, after another battle, more Healing NWP care is given and another 2-4 HP are recovered.
++Finally after encountering "the Boss", 15 CON goes down to -7 HP. The cleric rushes forward and slaps a CLW on his comrade, bringing him up to 1 HP and drags him out of the fight.
++Only Healing NWP at 8 hour rest may be given due to magical healing used.
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.
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.
Metalworks - Armorer and Weaponsmithing proficiencies are reliant on STR or INT.
Tracking - Non-rangers do not suffer a -6 penalty to the Tracking proficiency.
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 or doesn't even log in) for at least a week without giving any prior explanation or warning, I take full control of them as an NPC.
+If they remain missing for a month, I assume they are not coming back and drop the character from the party.
Dialogue - Please place all dialogue in quotation marks.
Spamming - Don't spam or double-post.
Character Generation - see thread
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!)
Spellbooks - 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.
Spellcaster spellbooks...all have cantrip, detect magic, read magic.
Spells in book are equal to above 3 + max spell level at 1st; max spell level at 2nd; max spell level -3 at 3rd (so a 5th level wiz with 15 INT would have 10 1st, 7 2nd, and 4 3rd)
Familiars: For spell casters who summon a familiar, the following apply:
1st level: caster saves,+1 AC, THAC0 if higher, NWP and skills, grants Alertness Prof, empathic link, share spells, no damage on saves/half on fail, and half caster's HP cumulative
3rd: deliver touch spells, +1 AC
5th: scry on familiar, +1 AC
7th: speak with master, +1 AC
9th: speak with animals, +1 AC
11th: Magic resistance like scarab of Protection (currently 14), +1 AC
+1 AC and MR each odd level thereafter
Each familiar will have a special skill bonus attached to it that will be like an automatic aid another +2 to that proficiency
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 also only roll initiative once, at the beginning, instead of every round, for simplicity.
+ I will roll Initiative and use group initiative - rolled only on the start of combat and remain that number through the combat using reaction, spell, item and weapon speed modifiers.
+ Characters with multiple attacks don't use them until the end of the round (except for those who are dual-wielding).
Firing into Melee - You may take aim (-4 to hit) to ensure you do not hit an ally. You can hit an ally during melee with a projectile weapon if you roll a fumble or if they move directly into your line of fire.
+If you try and fire a projectile weapon at a target while someone else is engaged in melee with 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.
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.
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).
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 does max dice damage plus a roll of damage. (ex: crit on longsword is 8+1d8)
+On a natural 1, the character fumbles. What this means is up to the DM, depending 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 for about 5 minutes or the spell Heal is used.
Aerial Combat - I use all of these rules, too.
Degrees of Darkness Modifiers - I use these. 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 most kits. If you are interested in a kit, just ask the DM to find out more.
The Complete Fighter's Handbook
The Complete Paladin's Handbook
The Complete Ranger's Handbook
The Complete Wizard's Handbook
The Complete Priest's Handbook
The Complete Druid's Handbook
The Complete Thief's Handbook
The Complete Bard's Handbook
The Complete Book of Dwarves - no player underdark race
The Complete Book of Gnomes and Halflings no player underdark race
The Complete Book of Elves - no flying elves
The Complete Book of Humanoids
From the Ashes and Monster Mythology
House Rules
Max HP at 1st and 2nd level - At first level and second level, HP is always the maximum amount (including CON modifier) without needing to roll.
+For levels 3+ characters gain half die for all levels thereafter. (d4 is 2.5, d6 is 3.5, etc.,.)
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 Prof Check/3 (round up) or less to succeed.
+Say a non-swimmer with 13 STR falls in a river. That character would be able to dog paddle with a 13/3=4.3 - so a 4 or less would work.
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 extra-planar creatures as special. A good cleric can turn evil extra-planar creatures, and an evil cleric can control evil extraplanar creatures.
Cantrip - may be used like hedge magic a number of times per day equal to INT bonus languages (so 15 INT caster would have 4 uses)
Spellcasters may memorize lower level spells in higher level slots. (ex: Sir Bless a lot, a 3rd level cleric, could memorize 1st level bless in a 2nd level slot.)
Resting/Natural Healing - Once per day resting for 8 hours heals CON/5 round up any decimal (16-20=4 HP, 11-15=3 HP, etc.,.)
+Resting multiple 8 hour blocks a day will not heal beyond this value unassisted per 24 hour period; Healing NWP will stack with resting without use of healing bag.
+Healing NWP will give players back 1d3+CON bonus HP if successful during this treatment. (15 CON character would get 2-4 hit points back)
+First Aid: Only one use of Healing NWP per 'wounding encounter' and must be administered prior to magical healing. Doing so uses bandages and poultices that must be replenished. A Healer's Kit fits in a small belt pouch, weighs 1 lb, and has costs 6 gp for 30 bandages and balms. To replenish, 1 sp per 'charge'
++Example: After battle against goblins, the cleric administers First Aid giving 15 CON 2-4 Hit Points back. The cleric then casts a CLW to the party member.
++Later on, after another battle, more Healing NWP care is given and another 2-4 HP are recovered.
++Finally after encountering "the Boss", 15 CON goes down to -7 HP. The cleric rushes forward and slaps a CLW on his comrade, bringing him up to 1 HP and drags him out of the fight.
++Only Healing NWP at 8 hour rest may be given due to magical healing used.
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.
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.
Metalworks - Armorer and Weaponsmithing proficiencies are reliant on STR or INT.
Tracking - Non-rangers do not suffer a -6 penalty to the Tracking proficiency.
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 or doesn't even log in) for at least a week without giving any prior explanation or warning, I take full control of them as an NPC.
+If they remain missing for a month, I assume they are not coming back and drop the character from the party.
Dialogue - Please place all dialogue in quotation marks.
Spamming - Don't spam or double-post.