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Player Information/House Rules

1499033242

Edited 1503061144
Player Information. Game Sessons Normal Session : A normal Wednesday night game.   Min Duration : 3-4 hours , As a GM, I wait and end games at appropriate places so at 3 hours I start looking for a stopping point. Extra time : I am usually willing to go later and I can usually do up to  5 hour total duration(1 extra hour) if all players want to continue on.  Long Session : A Long Wednesday night game that is planned ahead of time.  Usually for important/long events happening in the story/Combat, etc. Or by Player request :D Min Duration : 4 -5 hours(+1 more than normal) , As a GM, I wait and end games at appropriate places so at 4 hours I start looking for a stopping point. Extra time : I am usually willing to go later and I can usually do up to 7  hour total duration(2 extra hours) if all players want to continue on. Break Session : a once a month or so GM catch up/mental break session. If the game needs me to do prep I will not be available.  But if I am just taking a mental break then I will be online to answer questions, discuss gaming, , ... basically I am online to hang out with the group Min Duration : 2-4 hours, usually 3 hours Extra time : I will end at 4 hours max.  this is a break for me. :) 
1499052574

Edited 1503060977
Natural 20s, Critical hits and Natural 1s Per official pathfinder rules: There is no critical on a skill check, nor any special significance to 20s or 1s, except for Use magic Device, in which a rolled 1 and a failure means you can't try again with that device for 24 hours. Natural 1s and 20s only apply in combat attack rolls and on saving throws. Saving Throws 20 is a pass on any save 1 is fail on any save Critical Hits Natural 20 :  In combat if you roll a Natural 20 you hit regardless of your target’s Armor Class , and you have scored a “ threat ,”  meaning the hit might be a critical hit.  Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit but if you hit it is a “ threat ,” Threat :  To find out if it’s a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn’t need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit. Fumble Natural 1:  In combat if you roll a Natural 1, you miss regardless of your target’s Armor Class , and you have scored a “ Possible Fumble ", meaning the miss might be a very bad Possible Fumble (My addition):  To find out if it’s a Fumble , you immediately make an attempt to “avoid" the fumble—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a Miss against the target’s AC, your original hit is a Fumble . (The Possible Fumble just needs to miss to give you a fumble, it doesn’t need to come up 1 again.) If the confirmation roll is a hits, then your attack is just a regular miss. Fumble/Critical hit effect I will be using the  pathfinder online generator for Fumble/Critical effects with 1 modification.   If a card says "double damage" use the weapons normal multiplier, if is says normal damage the it will be the [(weapons normal multiplier) - 1], if is says triple damage the it will be the [(weapons normal multiplier) + 1], ect.    If you have multiple attacks and you fumble, you do not loss any extra attacks you have left unless the generated effect would do so such as being knocked  unconscious, put to sleep, etc.. All game effects gernerated, even bleed allows a save with the DC = damage dealt (if no damage DC determined by GM) andsave  type determined by effect (GM Call). Example: Long bow is x3. confirmed Critical hit  Heart Shot:  Triple damage and 1 Con bleed.  by my rules= So would be x4 and 1 bleed (Fort save DC=Damage). Blown Back:  Double damage and target is knocked prone.   by my rules= x3 and prone (Ref save DC=Damage) Calf Hole:  Normal damage and 1d4 Dex damage. by my rules= x2 and 1d4 Dex (Fort save DC=Damage) Example: Long bow is x3. Fumble is confirmed Errant Aim  Reroll attack against creature nearest the target (yourself excluded).  by my rules = No modification Notched Fingers  You take 1d6 points of bleed.  By my rules= 1d6 Bleed (DC 10 + 1d10) Weapon Jam  If using a projectile weapon it does not function. Spend 1 standard action to clear. by my Rules= Projectile weapon jammed (Standard Action to clear).  Extra attacks that relied on this weapon lost.  If have quick access to another weapon, possible could continue actions with reaming attacks. 
1499052911

Edited 1499052949
FYI, I am putting all this information out here so everyone is one same page. Please read this but do not post here, if you have questions quote these post and start a new thread or Private message me. I do not expect you as players to learn these rules perfectly, that is my job as the GM. However I do expect you guys to understand these rules so That when I use them in the game, everyone understands what is going on.
1502651437

Edited 1524604994
House Rules  1. I could not find rules on giving a conscious character a potion so here are my rules.  Administering a potion to a conscious character is a move action (not a swift);  Also, the receiving character must spend an immediate action to "accept the Potion/Oil" or the action is lost but the portion/oil is not consumed/used Same Rules will apply to handling an item over to a character , such as a torch, scroll, or weapon.  2. Healing Items : All items that heal HPs when used out of combat or other stressful situations, heal max hp.  3.   Brass Knuckles : House Rule: If the wielder has the Improved unarmed combat Feat then these weapon deal damage as if they where 2 sizes larger.  (Simple) Light Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special Brass Knuckles With Improved Unarmed combat 1 gp 1d4 1d6 x2 — 1 lb. B monk 4.  Haunts By the normal rules only positive energy/Holy Water can hurt a Haunt "Positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt’s hit points " While haunts are typically damaged only by applied positive energy, holy water is another potential weapon against them. A flask (1 pint) of holy water that successfully hits a haunt as a splash weapon deals 2d4 points of damage to the haunt on a direct hit, and deals 1 point of damage to haunts within 5 feet of the splash radius. House rules: "Cure" Potions damage Haunts as range splash weapons that deal Positive energy equal to the amount the potion would heal Example: Cure light wounds deals 1d8+1, CMW: 2d8+3, CSW: 3d8+5 5. Gentle repose will delay a creature rising as an undead as long as the spell is active 
1508009909

Edited 1508012413
Lacoran said: House Rules  ... 3.   Brass Knuckles : If the wielder has the Improved unarmed combat Feat then these weapon deal damage as if they where 2 sizes larger.  (Simple) Light Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special Brass Knuckles With Improved Unarmed combat 1 gp 1d4 1d6 x2 — 1 lb. B monk 4.  Haunts By the normal rules only positive energy/Holy Water can hurt a Haunt "Positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt’s hit points " While haunts are typically damaged only by applied positive energy, holy water is another potential weapon against them. A flask (1 pint) of holy water that successfully hits a haunt as a splash weapon deals 2d4 points of damage to the haunt on a direct hit, and deals 1 point of damage to haunts within 5 feet of the splash radius. House rules: "Cure" Potions damage Haunts as range splash weapons that deal Positive energy equal to the amount the potion would heal Example: Cure light wounds deals 1d8+1, CMW: 2d8+3, CSW: 3d8+5 Added Notes/rules about Brass knuckles and Haunts