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House Rules and helpful internet links.

Posted by Big BossFor group 0
Big Boss
GM, 3 posts
I am looking down upon
you.
Sun 6 Mar 2011
at 02:17
  • msg #1

House Rules and helpful internet links

These are rules that are not in the book, but I made to fit the game. They will benefit you and me the same. Also, there will be rules added to the game as I see fit and if you have any suggestions, please PM me with any. Thanks!

1. To speed up combat, Mischief showed me a website with rules about movement and attacking. So, I've decided to drop the 5' move and attack to a full move and attack. That way, you as a player won't have to wait in RL for the next round, because you could only move. Remember though, I'll be able to do this as well!

2. Priests don't need to make a list of spells that they have to pray for each day. They pray to their diety and if they need to cast something within their ability, they can do it up to their allotment per day. I know there is a class that already does this, so I will be skipping it. That way, Clerics won't be called Heal-bots.

3. All healing spells done out of combat due full effects..example 2d8+3 does 19 healing. In Combat, you roll. Same with potions. Full effect outside of combat, roll while combat is happening.

4. When leveling up and rolling for Hit Points, if you roll a 1 or a 2, you have an option of rolling over again and taking that final roll, or automatically taking half of your hit die. Example: PC Fighter 1 goes up a level. He rolls a 2 on his d10 for health, but doesn't feel lucky today, so he opts for taking 5 instead of re-rolling.

5. If the enemy has an Initiative higher than the PC's and causes something that needs a saving throw to the PC, I will roll for the PC to save time on the fight and to clear the thread of needless posts.

6. You as a player can post your action anytime during the round and also change your actions up until I update the round. I think this will speed up the rounds a tad, so we don't have to wait on someone so you can post.

7. Arrows and Crossbow bolts. In the book, it says that arrows and bolts break after impact. I disagree with this. Indians and other natives have been recovering arrows since the bow was invented. To recover an arrow, DC 13 check.

8. Rolling a Natural 20 with a weapon. Lets use the Longsword as an example. It has a critical modifier of x2. My new house rule will go like this. If you confirm the critical, take MAX weapon damage, add in strength and other modifiers, THEN times it by the X2 or whatever the critical modifier of the weapon is.

If you don't confirm it, then a natural 20 will have max damage with that weapon. I'm doing this, because it's pretty hard to get a Natural 20 with this damn dice roller! I have done it only a handful of times and then rolled shitty damage! Not anymore! Hope this helps you guys!

If you score and confirm a critical hit with anything other than a natural 20 due to magic (keen sword), feats (Improved Critical), etc., then follow the standard rules: Roll and double the dice, then add your modifiers.  For example, if your normal damage is 1d6+3, and you roll a 2 on the dice, your total damage would be (2*2)+3=7. Thanks, Myarra :)

9. Rolling a Natural 1 in combat. This is considered a fumble. You need to roll the d20 again and hit the target's AC, or you lose your weapon in some random direction. If it's a bow or crossbow, the bolt/arrows automatically breaks. If you roll a 1 again on the fumble recovery, you hit an ally with your weapon.

10. Flying Speed. A creature using natural flying speed can use the run action. As with any other run action, the creature must move in a straight line. A flyer using the run action cannot gain more than 5 feet of altitude, but it can lose any amount of altitude, and it gains the normal bonus movement for the altitude lost (5 feet per 5 feet descended, a maximum of twice its normal flying speed.) For example, a harpy could use the run action to fly 320 feet in a straight line. While doing so, it could not gain more than 5 feet of altitude.

=========================

Some Forgotten realm stuff:

http://realmshelps.dandello.net/datafind/index.shtml

Here is a link for some Prestige classes:

http://geocities.com/sovelior/srd/prestigeClasses.html

More cool stuff....

http://www.d20srd.org/

Feats, feats and more feats!

http://realmshelps.dandello.net/datafind/feats.shtml

Diplomacy Skill.

http://www.giantitp.com/articl...Ywv7OUkegKhONNF.html

More links

http://www.realmshelps.net/charbuild/index.shtml
This message was last edited by the GM at 19:59, Sat 03 Dec 2022.
Big Boss
GM, 1277 posts
I am looking down upon
you.
Sun 15 Mar 2020
at 03:58
  • msg #2

House Rules and helpful internet links

OVERLAND MOVEMENT pg. 164 Players handbook (Party's speed is 32 miles per day)

Coin Weight = 50 coins will weigh 1 pound.
This message was last edited by the GM at 14:42, Sun 30 July 2023.
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