Homebrew Rules.   Posted by God Lucan.Group: 0
God Lucan
 GM, 3 posts
 Newly Risen
 'Mad'
Sun 31 Jul 2016
at 05:31
Homebrew Rules
Alright, so here is where rules that I adjust for this campaign will go.

~////^_^\\\\~

Dragonborn now have lifespans HALF that of an Elf. Meaning they will live to be about ~500 Years old.

Humans now have a lifespan of a fifth that of an Elf. Meaning they'll live to be about ~200 Years old.

At present Lucan is doing something to stop the changing of seasons, but the inhabitants can feel the years go by, and follow a 12 month calendar.
God Lucan
 GM, 6 posts
 Newly Risen
 'Mad'
Mon 1 Aug 2016
at 00:05
Homebrew Rules
In reply to God Lucan (msg # 1):
New edit.

If your background has anything conflicting with this, please edit.

People don't have any real history in this world if they were born here. They have no major impact on the world(yet).

They cant already be over the age of 50-60 if they're human if they migrate.

Dragonborn that came to the world can be about 75, due to the homebrew rule, but pretty much it's all younger characters.

No one's capable of being an Old Man/woman yet. No one's been in the world all that long.
God Lucan
 GM, 7 posts
 Newly Risen
 'Mad'
Mon 1 Aug 2016
at 00:28
Homebrew Rules
In reply to God Lucan (msg # 2):

Lastly, people can be dragged into the world at random, but only younger than 30 years. The initial migration is the biggest, with over 10000 people being moved into the world, and each new pocket of people only adds about 15 at a time max.

People being born into the world can be of any age, they must have a backstop pertaining to a general job though. They'll not be experienced in combat till they've had a few fights and scrapes.
This means they'll have disadvantages to hit for the first 3 battles(-2), unless the back story has reason for them knowing how to hit.
God Lucan
 GM, 9 posts
 Newly Risen
 'Mad'
Thu 4 Aug 2016
at 15:21
Homebrew Rules
In reply to God Lucan (msg # 3):

Oh. Since most of y'all are in the other game right now would be a good clarifying point to make. I accept level ups in the middle of a fight. HOWEVER there has to be a draw back.

Say your magic surges, you take a strain from having done so. You gain a level in fighter? Well. You get all the health that comes with it, but your muscles strain VERY painfully Take 3/4 of your new health as damage. You gain another wizard level? The demon you contracted with gets greedy, lose gold or health. Etc.

I'm very much an equalizer. You can either discuss that drawback, or just let me decide as Equivalent Exchange.
Ellory Hyland
 player, 4 posts
 Forest Gnome
 Wizard - Sage
Thu 4 Aug 2016
at 15:47
Homebrew Rules
In reply to God Lucan (msg # 4):

How will you be handling the handing out of exp?
God Lucan
 GM, 10 posts
 Newly Risen
 'Mad'
Thu 4 Aug 2016
at 18:19
Homebrew Rules
In reply to Ellory Hyland (msg # 5):

EXP Will be awarded on event basis. Level up will follow the rules of Exceeding the amount of exp required.

Most situations will award 1/10th the exp required for levels 1 - 3, later levels will be determined by basis.

Should you go above and beyond this game shall use either inspiration or multiples on the exp. Boosting it by a 1d4 percentile.

Long rests are the simple way to level up, immediate actions increase the exp required to level by 10% of the next level.

It's like a you took one step forward so now the world is going to ask you to take two steps back in that way.
God Lucan
 GM, 17 posts
 Newly Risen
 'Mad'
Mon 8 Aug 2016
at 05:09
Homebrew Rules
In reply to God Lucan (msg # 6):

I forgot to mention. I don't use the table in the Book for money exchange. It works on the 100 Scale in my games.
100 Coppers is 1 Silver, 100 Silvers is 1 Gold, 100 Gold is 1 Plat, 100 Plat is 1 Diamond.

Most Adventurer items are generally marked up, but low class peasant stuff is generally at book price. I'm going to be throwing numbers at you depending on if you roll without me asking on charisma or how your character carried themselves in a conversation.

Stuff that intrigues me is when an npc actually barters rather than just OH YEH DIS MUCH. If y'all get me?
God Lucan
 GM, 36 posts
 Newly Risen
 'Mad'
Thu 25 Aug 2016
at 15:27
Homebrew Rules
In reply to God Lucan (msg # 7):

Critical fails and Nat 20s

On crit fail (nat 1) roll abother d20 to determine how bad you failed. 1 is ultra bad, 20 is just a fail, with a little flavour.

Nat 20 roll abother d20 To determine how great the success was, 1 is normal success, 2-9 decently great success, 10 - 19 wonderful successes with flavour, 20 you determined exactly what happens within reason.