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House Rules.

Posted by The RaconteurFor group 0
The Raconteur
GM, 364 posts
Teller of Tales
Writer of Wrongs
Wed 18 Dec 2013
at 19:15
  • msg #1

House Rules

For ease of reference, this thread will contain House Rules determined during the course of gameplay.
The Raconteur
GM, 365 posts
Teller of Tales
Writer of Wrongs
Wed 18 Dec 2013
at 19:16
  • msg #2

Re: House Rules


RACONTEUR'S RULING FROM ON HIGH RE: HYPNOTISM

The Hypnotism spell is usable in combat.  The caster may select the models affected subject to the spell description's range and targeting restrictions.  Creatures may be fascinated in combat, but they may make an additional save every round, and the fascination effect is broken if:

1)  They are within reach of an opponent's melee weapon; or

2)  An opponent's spell or missile weapon is targeted or takes effect within 10' of them.
This message was last edited by the GM at 05:01, Mon 12 Jan 2015.
The Raconteur
GM, 742 posts
Teller of Tales
Writer of Wrongs
Sun 16 Mar 2014
at 20:21
  • msg #3

Re: House Rules

CHARACTER SKILL ROLLS

Unless I specifically ask for one I will do all the "soft" skill rolls for the characters.  You can ask for one in particular situations, but I'll roll the checks in certain situations even if you don't ask.

The reason for this is that, for these "soft" skill rolls, you shouldn't know how well you did.  For example, if you roll a "3" on perception you know that if something's out there you probably didn't spot it, and conversely if you roll a "20" you can be pretty confident that you saw everything there is to see.  If you roll a "20" on a Knowledge check you're pretty certain you know everything there is to know on the subject.  But a low roll means you need to keep searching.  The way I do it puts you in the same position as your character . . . you see what you see, know what you know, and sense what you sense, but you don't really have a solid idea if you might have missed something.

Same thing goes for Sense Motive, Stealth, and other skill rolls.

Skills like Acrobatics, Jump, Climb, and Swim, on the other hand, are "hard" skills; they have immediate up-or-down results for your character.  You either avoid AoOs or you don't.  You stay balanced on the beam or you don't.  You jump the chasm or you don't.  You successfully push the animal or you don't.  You perform a feat of horseback riding or you don't.  So in those cases you should roll the check for the character because the character immediately knows how well they did.

List of Skills That Are Generally "Soft," and That I Therefore Roll:

Appraise
Bluff
Diplomacy
Disguise
Intimidate
Knowledge (All)
Perception
Sense Motive
Sleight of Hand
Stealth

List of Skills That Are Generally "Hard," and That You Therefore Roll:

Acrobatics
Climb
Craft
Escape Artist
Fly
Handle Animal
Heal
Profession
Ride
Swim
Use Magic Device

Hybrid Skills (Classification Depends on the Particular Use):

Linguistics
Perform
Spellcraft
Survival
The Raconteur
GM, 819 posts
Teller of Tales
Writer of Wrongs
Mon 31 Mar 2014
at 00:15
  • msg #4

Re: House Rules

RACONTEUR'S RULING FROM ON HIGH RE: ARCANE MARK

1)  Although I think it's kind of silly, it seems as if you were intended to be able to put an Arcane Mark on an unwilling recipient.  Yes, this means an acolyte can put "Loser" on the forehead of an archmage.  Which I think is ridiculous.  But there you go.  This requires a successful melee touch attack.

2)  However, the mark itself does not show up through an invisibility spell simply because it is hit by someone's Detect Magic.  The words of the Arcane Mark spell description describe when an invisibly-written mark becomes legible under normal circumstances, they are NOT intended to allow a couple of cantrips to overpower a 2nd-level spell.

3)  That said, the glow from the mark is visible as long as the area in which it is located is not brightly lit.  Noticing the mark will require a perception check with a DC based on the particular circumstances (high DC in well-lit areas, low DC in poorly-lit ones).  In a dark enough area no check will be necessary.
This message was last edited by the GM at 05:01, Mon 12 Jan 2015.
The Raconteur
GM, 909 posts
Teller of Tales
Writer of Wrongs
Mon 28 Apr 2014
at 14:46
  • msg #5

Re: House Rules

NO 5-FOOT STEP AFTER STANDING FROM PRONE


A five-foot-step is not allowed after standing from prone.

The only other action listed under "move" on that page that might not allow a 5-foot step is "moving a heavy object."  Although that might depend on what exactly is happening.

Just so you understand the rationale of where I'm coming from here, I view standing from prone as actual movement.  To put things into the perspective we were using re: the flying skulls, the person standing from prone is moving from zero units of elevation to one unit of elevation.
The Raconteur
GM, 1707 posts
Teller of Tales
Writer of Wrongs
Mon 12 Jan 2015
at 05:00
  • msg #6

Re: House Rules

ITEMS IN ROOM PROVIDING COVER

Only certain large, solid items mentioned in the initial room description will grant a partial cover bonus.  This partial cover bonus will apply exactly as if the item were a tree.  Players can always ask if a particular item confers that bonus if there’s a question.  Such items (and I imagine there would only be one or two per room, if that) would grant partial cover to whatever combatant is standing in the item’s square.
The Raconteur
GM, 2390 posts
Teller of Tales
Writer of Wrongs
Thu 18 Feb 2016
at 22:00
  • msg #7

Re: House Rules

THE INTENTIONAL FALLING OFF OF MOUNTS, AND THE INTERACTION OF THE ACROBATICS SKILL THEREWITH

You may choose to intentionally fall off your horse if you are unable to control it with a Ride check.  The character incurs 1d6 points of falling damage and ends up prone.

If the character fails the ride check to control their mount by less than five, that character may make an Acrobatics check to avoid damage from the fall, adding twice the amount the character missed the control check to the Acrobatics DC.  So if the character missed the control check by 1, the Acrobatics check will be DC 17.  If 2, DC 19.  If three, DC 21.  If four, DC 23.  If five or more, the character simply does not have enough control of the situation to do anything but be flung to the ground by their out-of-control steed.
This message was last edited by the GM at 22:00, Thu 18 Feb 2016.
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