Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

House Rules outline

1384663862

Edited 1424673245
Gold
Forum Champion
Draft - Work In Progress - Not a complete House Rules document, really, just some notes to let you know the style of play, some 2E rules that I would like to use or not use in this campaign. Standard Rules This will be modified (homebrewed version) of AD&D 2nd Edition. The base rules of AD&D 2nd Edition are HERE ON THIS LINK -- remember that these rules may be changed -- SEE LINK, <a href="http://purpleworm.org/rules/" rel="nofollow">http://purpleworm.org/rules/</a> House Rules Ability scores to be generated in the game using a customized dice method. See Intro to Ability Scores post also for more description of how this is going to work to make fun diverse hero PC's. No psionics. See Intro to Character Types post for all the different class and species combinations allowed. There are a lot of choices for you! PC's can have a Kit OR a Secondary Skill (rolled or selected), and this should be a part of your character's story. These cannot confer combat benefits. The mechanics of a Kit are often not allowed, but you can still use the story cues from the Kit, and sometimes other advantages. The Kit or Secondary Skill can confer bonus NWP's (Non-weapon proficiencies). Kits are allowed and encouraged for purposes of story, however the 'mechanics' of the kits are usually not used. Ask the DM about your specific kit mechanics if you want to use it. (Example: the blade-singer kit is not allowed for attack bonuses, but you can be a blade-singer in your story and focus on a single blade as the kit describes.) Most Mages get Read Magic as a free ability, and Detect Magic By Touch. (You can still choose the regular Detect Magic spell for the larger area of sight). Mages get cumulative Bonus Spells by their INT score on the WIS chart. (Like how Priests get cumulative Bonus Spells by their WIS). Weapon Proficiencies -- you are presumed to be Proficient in your usual weapons, your main carried weapons. Don't worry about weapon prof slots. (Note we do use Non-Weapon Proficiencies a lot, see above). Use "Additional Languages" stat under Intelligence as a Bonus number of Nonweapon Proficiency slots. You start with ONE Language (speaking) for free. You can spend NWP slots to learn additional languages (Speaking) and more slots for (Reading/Writing). No prime requisite 10% XP Bonus. Also no "15% XP Penalty" for certain species (case-by-case basis, ask the DM). Attack rolls Show your math in-chat when rolling attacks. Don't combine attack bonuses into one number. For example please type d20+1+2+1 if you have those 3 bonuses, not d20+4. Add your THAC0 to your roll in the following manner: 21 minus your THAC0 by-the-book, is your attack bonus. At Level 1, everyone will have attack bonus +1. Melee Attacks are d20 + Attack Bonus (as above) + Strength To-Hit Modifier + Any Magic Bonus Missile Attacks are d20 + Attack Bonus (as above) + Dexterity To-Hit Modifier + Any Magic Bonus Add your AC to calculate your AAC, in the following manner: 10 minus your calculated AD&D 2E AC, plus 10, is your AAC. When an attack roll is equal or higher than the target's AAC, it is a hit. This is the exact same concept as THAC0 but the math is flipped upside down, and I'm giving the PC's an extra bonus of +1 instead of starting with +0 at Level 1. If you don't understand, don't worry. The GM will explain it in game. GM will help you make a dice-button called a Macro to roll your attacks.
1402392935

Edited 1402393551
Gold
Forum Champion
Alignment is downplayed, Good PC's vs. Evil is presumed Good campaign perhaps becomming heroes against evil This is a "Good" campaign. One of the party's general goals is to fight against evil that comes in many forms. It is possible for the party members to become heroes. The GM is looking for players who want to play non-evil PC's. Compared to "regular" AD&D, the GM of this campaign would like to downplay Alignment for PC's. The Players can determine how to fight for good in the context of the campaign gameplay. Being good can mean many different goals and adventures. It's not just one form of goodness. If desired you can choose 1 of 4 alignments: Lawful, Good, Neutral, or Chaotic Good, or choose none and just be generally good. The GM's intended meaning of these four choices are addressed below, plus all the other alignments from the AD&D alignment system, regarding their place in this campaign. No alignment needed if you are generally good, optionally put "Good" for your Alignment & stop here. You do NOT need to declare an Alignment for your PC, if you plan to simply carry out your own general idea of "good" in the game! You can stop here, and ignore the Alignment field on your character sheet, if you agree with this, general good side. You can put "Good" on your character sheet, or put nothing in the alignment slot. PC's who do not choose an alignment are presumed to be playing roughly "Good" and certainly "non-evil" as the basis of the campaign. 4 alignments available for PC's for this campaign, with guidelines to define them for this campaign: However IF you still want to choose an Alignment (which is not required) for the game to help define and express your PC, perhaps to follow a deity, then you can choose from the following 4 available PC alignments: 1. "Lawful (non-Evil)". Civilization, order, and the rule of law are most important. 2. "Good". It is most important to do what's right, just, fair, and helpful. Law and chaos can be allies in our fight against evil. 3. " Neutral". Balance must be restored. Too much evil has crept in, harming civilization and lawful places, as well as chaotic and wild places. To help the side of good is to bring peace, which can restore balance. 4. " Chaotic Good". I may be unpredictable and non-traditional, some would say wild, but my intentions are good. 5 ordinary alignments from traditional AD&D that are not available for PC's in this campaign: Other alignments not available to PC's in this campaign: x1 Lawful Good (if you want this, choose either: "Lawful" or "Good") x2 Lawful Neutral (if you want this, just be "Lawful") x3 Neutral Good (if you want this, just be "Good") x4 True Neutral ( if you wanted this, just say you are "Neutral" ..TN is reserved for beasts, nature, animals, some monsters, and certain NPC's). x5 Chaotic Neutral (if you wanted this, please change alignment concept and choose another , CN is reserved for NPC's and enemy servants) 3 sects of evil, any or all of them may be your worst foes and enemies in the campaign: (LE) Lawful Evil ---- these are crafty enemies making life hard for people in urban, villages, institutions, churches, businesses; often by plotting and secrets. Wicked foes. Monsters & NPC's only. (NE) Neutral Evil ---- these are mean and deadly foes looking out for their own survival by any means. Dangerous, cowards. Monsters & NPC's only. (CE) Chaotic Evil ---- brutal, deadly, vicious, unpredictable, seething, ravenous, ravaging, raging, hellbent, destruction. Bad enemies. Monsters & NPC's only.
I can work with that, fits into what I was wanting to play anyways. :)
1427533496

Edited 1427533627
Gold
Forum Champion
House Rules about Attack Bonus and AAC The point of this is to streamline combat rolls, and get more transparency in verbose chatroom dice rolls. If any of this post doesn't make clear sense to you, just ask Gold in-game, or simply gloss over this and tell the Game Master what you rolled To-Hit and I will tell you if you succeeded, and you can describe your PC's actions from there. Everyone gets an Attack Bonus on your To Hit Rolls. Everyone gets an Ascending Armor Class (AAC). This replaces the THAC0 system. Attack Bonus equals 21 minus your "by the book" THAC0 score. PC's are technically +1 better To-Hit at 1st level in this system compared to the regular 2E THAC0. I wanted everyone to start with +1 instead of +0. Your To-Hit roll is a d20 + your Attack Bonus + Strength Bonus if it's a melee weapon attack, or + Dexterity Bonus if it's a missile weapon attack! Don't worry about any math, if my explanation is unclear. I made a table for us! CLASS GROUP LEVEL 1 LVL 2 LVL 3 LVL 4 LVL 5 L6 L7 L8 L9 10 11 12 13 14 15 16 17 18 19 20+ Warriors +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Rogues +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Priests +1 +3 +5 +7 +9 +11 +13 Mages +1 +2 +3 +4 +5 +6 +7 Accompanying this is "Ascending AC" or, AAC. This replaces AC (Armor Class). It is the same as traditional AC, except flipped upside down on positive and negative numbers. We have higher AC being better. Your AAC is a number ABOVE 10. AAC is calculated: 10 + (10 minus your AC from 2nd Edition AD&D PHB). Again, don't worry about any math if this doesn't click for you right away. Just tell me your armor type and Armor Class in AD&D terms, and I will show you how to flip it to "AAC"! Your armor still protects you, even if the number seems unfamiliar if you are accustomed to old-school low AC! For example an AAC of 15 would be pretty good in this. An AAC of 19 would be excellent stout armor! This is all very easy & simplifies the game. It makes combat faster. If it looks confusing, simply don't worry about it. Speaking in regular AD&D terms is fine too. Just tell me you're using the regular, old-school, by-the-book AC terminology and I'll understand how to convert it instantly. The DM will be converting everything to Attack Bonus and AAC on-the-fly whenever needed. The 2 systems are interchangeable.
1474358179
Gold
Forum Champion
Magic Introduction: Campaign setting is high magic. House rules are mostly generous to spellcasters. Mages get freecasting, no memorizing. One limitation: Interruption. There is a way for spellcasters to be interrupted thus temporarily preventing you from casting. Spellcasting and acquiring new spells is relatively easy in our system. This is considerably easier and yet more expansive than standard AD&D2 in some areas, and much more advantageous for the spell caster's Player across the board. It may start to look like a lot of rules on the post, but the way it plays actually gives more freedom to the mage and bard players. I'll help you get a handle as we go along, and I'll try to write out the rules as clear and concise. This is all about Arcane magic (Bards, Mage, Wizard, Specialist Mage, Sorcerer), not Divine (not Priest, not clerics).&nbsp; This is the same as we've been playing it all along. Finally getting around to writing it down. This is open for comments & questions. Chance To Learn Spells (How to add spells to your spellbook) 1st write down a list of your favorite 5-10 spells per spell level. WSC Vol. 4 appendix can really help jazz up your choices here! Consult the Wizard's Spell Compendium Volume 4 when making your list of favorites. Read the appendix to find suggested spells for your type of class specifically. It has Bard + Song Mage, and every type of specialist and setting. This will help you to discover rare or unusual spells to bring into the game. I'll walk you through everything else (below) in-game as we go along. The starting point for Players is the above --- Write down the spells that you want from each spell level. Take your time. Enjoy this listing process to get started. Research WSC or PHB, and choose favorite desired spells that fit your character flavor. 2nd announce your % Chance To Learn Spell (modifier based on INT). 3rd Roll the macro called "Learn Spell" in-game in-chat for each spell, running down your list starting with top-favorite. 3A If you roll higher than your percentage chance, you fail to learn that spell for now (you can try again later). Type "failed" into the chat. 3B If you roll successfully within your percentage chance, you succeed to learn that spell -- write that spell name in a list on your BIO TAB and Save. Type "succeeded" into the chat, and say that you have added that spell to your spellbook list. 4th Keep rolling until you have successfully learned at least 3 (Bard), 5 (Mages), 6 (Specialist Mage) spells for each spell level. 5th Stop rolling when you have reached the minimum (above). 6th Stop rolling if you reach your Maximum # Spells Per Level (stat based on INT). To gain more spells in-game as we go along, 1. Each time you cast a spell that the PC has never casted before in the campaign, you earn 1 more "Learn Spell" percentage chance roll. 2. Roll your "Learn Spell" macro on the next spell from your list of favorites. 3. You may choose a previously-failed spell to try rolling again. 4. Stop learning spells when you have reached your Max # Spells Per Level (stat based on INT). 5. If your Max # Spells is higher than 10, that's fine, you can expand your favorite spells list beyond 10 when needed. Generally you do not need scrolls, copying spells, or spell research, to gain new low level spells in this. They are only needed for high level spells (5th-9th spell levels). To cast spells in-game, 1. We have freecasting (bards and mages, works very much like priest/clerics in this way). 2. No memorizing spells! Memorization is out. 3. Keep track carefully of your Number of Spell Slots per day, per level. When you cast a spell write it down. When you rest and replenish spell slots, start a new list for the new day. This is important. Spellcasters get a lot of courtesy in this system. Please be responsible for tracking your proper number of spell slots per day and the number you've actually casted so far each day. Yep! No joke! To recap, when you are ready to cast a spell you can cast whatever spell you want, as long as it is in your spellbook (you have Learned the spell successfully), and as long as you have a spell slot for the day. Remember --- this should give you chances to cast odd and unusual spells ("Protection From Purple Creatures") that you wouldn't normally spend a slot to memorize and prepare, not knowing if that spell would be needed for that day's upcoming adventures. Now you can decide moment-to-moment what is worth spending a spell slot to deal with a scenario! Spell Components in casting, Spell Components are used for the narrative. Please talk about them when you cast your spell. You do not need to "buy" material components, but you should be prepared to narrate how & where you store the material components (that we're not asking you to pay for, nor to weigh encumbrance). Spell components are: S = Somatic = describe how you are moving your hands, arms, body to cast this spell. V = Verbal = describe the sounds , words, utterances that you are using to cast. M = Material = note the necessary material components from the spell description and mention them when you roleplay performing the casting action. Interruption: if you get hit then you can't cast. New Rule: When you get hit for damage, you cannot cast a spell on your next initiative round. The old way: The mage's spell would be lost and ruined (sometimes called "fizzled out" in the lingo), having no effect and still costing you the spell slot and the round's action. In 2E they said your spell was "disrupted". The new way (our campaign, house rule): If you get hit, your next action cannot be a spell casting. Do something else. No spell slot is lost. You can still act, just not casting a spell. It might affect the current round (if you have not acted yet) or it might be the next round (if you already acted in this round), either way it is your next action after getting hit. The new way can be called "suppressing fire" --- if you want to stop a wizard from casting, just keep hitting him every round. Caster Players Remember, and please help take responsibility for this in the game, This is the one main limitation upon mage spell casters when you're getting several new advantages. Any time you take damage, and you are a Bard or Mage. If you nick HP off your HP bar, that means you must do 1 action that is NOT a spell, before you can start casting another spell again. In the new rules we don't have fizzling out, but we still have interruption. This method works with Group Initiative rolls that we tend to use; the old way didn't work and meant interruptions were effectively never possible and did not occur. This method also works with Individual Initiative (if we switch to using that sometimes) without needing to use Casting Time as an Initiative modifier like the old way required. High Level exception: The above rules apply for Mage Spells of Spell Level 1-2-3-4. When you start casting 5th-6th-7th-8th-9th level spells, there may be revised rules with more limitations (such as announcing your memorized spells of the higher levels, while keeping freecasting for the lower level spells; and scrolls or spell research may be required to obtain certain higher level spells).
1502852462
Gold
Forum Champion
Lex is taking a turn at DM'ing. Here are some favorite ground rules from the DM in another thread: lex said: As Solid said "I play this game to have fun and a laugh", the moment that it gets over serious the fun drops and then what is the point ? So for some house rules.... NO player vs player to the death, I should not really have to state this. After all if your charater no longer can work with the other's why is he or she along with the party in the first place? Mind control and charm may happen, you may even need to restrain or knock a player out for many reasons but activly seeking PVP is always a downer. You are all supposed to be hero's or at very least unwilling hero's! No weapon NWP's XP is univeral for all as I am still reading up on XP given out for spells cast etc. Rules light but imagination and narrative heavy. You want to swing on a rope while casting that spell Mr wizard? Sure we can have a roll for that! The mood of the setting is as I said before a light hearted adventure tale, along the lines of pirates of the carrabean or other swashbuckling movies. This is not grimdark and at the same time its not a murder hobo game. You can kill every monster you meet but you can also talk or think your way out. ... I hope to see you all in game on monday. Lex