Rules Clarifications.   Posted by Heath.Group: 0
Heath
 GM, 154 posts
Thu 19 Apr 2007
at 19:51
Rules Clarifications
Searching for traps, secret doors, and clues:

Searching a 20-foot section of wall takes about 10 minutes.  Searching for a trap takes a rogue 1d10 minutes. The exact amount of time can vary.  A character can search a given wall area only once, although several characters can search the same area.

When searching for a secret door or trap, you roll a 1d6.  Tell the DM if you have any modifiers are special skills that he can adjust the roll with.  The lower the number, the better.

Searching for clues requires a roll against your INTELLIGENCE, which is then modified by the DM.  Again, tell the DM if you have any special skills that would help modify the roll. (Roll a 1d20.)  If you are using the Skills and Powers option, this would be a roll against your REASON score (on 1d20).

The more specific you are about what you are searching for and how you are searching, the higher the modifiers in your favor will be.

For example:

Player A:  I will search the room for clues.
Player B:  I will search the box marked X, looking for items with the emblem of Y.

The first player will almost certainly fail, while the second will have bonuses.

Skills and Powers Book:
Reason: Good times to call for Reason checks include when a character is searching for clues at the scene of a crime, when someone is trying to learn new information, or when a character is attempting to read a code or decipher a cryptic message.


EXAMPLES OF BONUSES:

If you have a specific specialty or occupation.  Example: A locksmith would have a better chance than a layman of noticing something strange about a lock.

If you have a related trait.  Racial traits of elves, for example, help them find secret doors.  The "lucky" and exact memory traits can also prove helpful.

If you have a related class.  Rogues would be more adept at examining locks than the layman.

If you have a related non-weapons proficiency.  Example:  If you have the ancient history proficiency, you would be more adept at noticing something anachronistic.

This message was last edited by the GM at 20:15, Thu 19 Apr 2007.

Heath
 GM, 164 posts
Sat 21 Apr 2007
at 19:10
Re: Rules Clarifications
Link to house rules for magic: 
link to a message in this game

This message was last edited by the GM at 23:03, Tue 21 July 2009.

Heath
 GM, 413 posts
Wed 5 Dec 2007
at 17:30
Re: Rules Clarifications
COMBAT RULES CLARIFICATIONS
If you are holding something in one hand (like a torch or lantern), you cannot wield a two handed weapon like a bow and arrow or two handed sword (unless the rules say otherwise, in which case the appropriate penalty will apply).

If you fight with a single handed weapon while carrying something in the other hand, you will suffer a -1 penalty to your attack rolls.

Heath
 GM, 490 posts
Wed 30 Apr 2008
at 20:14
Re: Rules Clarifications
To answer some questions that have arisen:

WEAPON PROFICIENCIES

If you get a slot for a weapon proficiency (by leveling), you choose a weapon (preferrably one you actually use), and then you can use that weapon without suffering the penalty for not having a proficiency, as follows:
	     Weapon		   Nonweapon
	  Proficiencies		  Proficiencies
Group	Initial	#Levels	Penalty	Initial	#Levels
Warrior	4	    3	  -2	   3	    3
Wizard	1	    6	  -5	   4	    3
Priest	2	    4	  -3	   4	    3
Rogue	2	    4	  -3	   3	    4


NON-WEAPON PROFICIENCIES

(Non-weapon proficiencies are optional.  If you don't want to use them, you can ignore them.)

When a character uses a proficiency, either the attempt is automatically successful, or the character must roll a proficiency check. If the task is simple or the proficiency has only limited game use (such as cobbling or carpentry), a proficiency check is generally not required. If the task the character is trying to perform is difficult or subject to failure, a proficiency check is required. Read the descriptions of the proficiencies for details about how and when each can be used.

If a proficiency check is required, Table 37 lists which ability is used with each proficiency. Add the modifier (either positive or negative) listed in Table 37 to the appropriate ability score. Then the player rolls 1d20. If the roll is equal to or less than the character's adjusted ability score, the character accomplished what he was trying to do. If the roll is greater than the character's ability score, the character fails at the task. (A roll of 20 always fails.) The DM determines what effects, if any, accompany failure.

TABLE 37
Nonweapon Proficiency Groups

General
	# of Slots	Relevant	Check
Proficiency	Required	Ability	Modifier
Agriculture	1	Intelligence	  0
Animal Handling	1	Wisdom	 -1
Animal Training	1	Wisdom	  0
Artistic Ability	1	Wisdom	  0
Blacksmithing	1	Strength	  0
Brewing	1	Intelligence	  0
Carpentry	1	Strength	  0
Cobbling	1	Dexterity	  0
Cooking	1	Intelligence	  0
Dancing	1	Dexterity	  0
Direction Sense	1	Wisdom	+1
Etiquette	1	Charisma	  0
Fire-building	1	Wisdom	 -1
Fishing	1	Wisdom	 -1
Heraldry	1	Intelligence	  0
Languages, Modern	1	Intelligence	  0
Leatherworking	1	Intelligence	  0
Mining	2	Wisdom	 -3
Pottery	1	Dexterity	 -2
Riding, Airborne	2	Wisdom	 -2
Riding, Land-based	1	Wisdom	+3
Rope Use	1	Dexterity	  0
Seamanship	1	Dexterity	+1
Seamstress/Tailor	1	Dexterity	 -1
Singing	1	Charisma	  0
Stonemasonry	1	Strength	 -2
Swimming	1	Strength	  0
Weather Sense	1	Wisdom	 -1
Weaving	1	Intelligence	 -1

Priest
	# of Slots	Relevant	Check
Proficiency	Required	Ability	Modifier
Ancient History	1	Intelligence	 -1
Astrology	2	Intelligence	  0
Engineering	2	Intelligence	 -3
Healing	2	Wisdom	 -2
Herbalism	2	Intelligence	 -2
Languages, Ancient	1	Intelligence	  0
Local History	1	Charisma	  0
Musical Instrument	1	Dexterity	 -1
Navigation	1	Intelligence	 -2
Reading/Writing	1	Intelligence	+1
Religion	1	Wisdom	  0
Spellcraft	1	Intelligence	 -2

Rogue
	# of Slots	Relevant	Check
Proficiency	Required	Ability	Modifier
Ancient History	1	Intelligence	 -1
Appraising	1	Intelligence	  0
Blind-fighting	2	NA	NA
Disguise	1	Charisma	 -1
Forgery	1	Dexterity	 -1
Gaming	1	Charisma	  0
Gem Cutting	2	Dexterity	 -2
Juggling	1	Dexterity	 -1
Jumping	1	Strength	  0
Local History	1	Charisma	  0
Musical Instrument	1	Dexterity	 -1
Reading Lips	2	Intelligence	 -2
Set Snares	1	Dexterity	 -1
Tightrope Walking	1	Dexterity	  0
Tumbling	1	Dexterity	  0
Ventriloquism	1	Intelligence	 -2

Warrior
	# of Slots	Relevant	Check
Proficiency	Required	Ability	Modifier
Animal Lore	1	Intelligence	  0
Armorer	2	Intelligence	 -2
Blind-fighting	2	NA	NA
Bowyer/Fletcher	1	Dexterity	 -1
Charioteering	1	Dexterity	+2
Endurance	2	Constitution	  0
Gaming	1	Charisma	  0
Hunting	1	Wisdom	 -1
Mountaineering	1	NA	NA
Navigation	1	Intelligence	 -2
Running	1	Constitution	 -6
Set Snares	1	Intelligence	 -1
Survival	2	Intelligence	  0
Tracking	2	Wisdom	  0
Weaponsmithing	3	Intelligence	 -3

Wizard
	# of Slots	Relevant	Check
Proficiency	Required	Ability	Modifier
Ancient History	1	Intelligence	 -1
Astrology	2	Intelligence	  0
Engineering	2	Intelligence	 -3
Gem Cutting	2	Dexterity	 -2
Herbalism	2	Intelligence	 -2
Languages, Ancient	1	Intelligence	  0
Navigation	1	Intelligence	 -2
Reading/Writing	1	Intelligence	+1
Religion	1	Wisdom	  0
Spellcraft	1	Intelligence	 -2


Table 38:
Nonweapon Proficiency Group Crossovers

Character
Class	Proficiency Groups
Fighter	Warrior, General
Paladin	Warrior, Priest, General
Ranger	Warrior, Wizard, General
Cleric	Priest, General
Druid	Priest, Warrior, General
Mage	Wizard, General
Illusionist	Wizard, General
Thief	Rogue, General
Bard	Rogue, Warrior, Wizard, General
Heath
 GM, 603 posts
Wed 27 Aug 2008
at 23:39
Re: Rules Clarifications
LEVELING EXPERIENCE POINTS


Hit
   Paladin/ Dice
Level      Fighter    Ranger (d10)
  1               0              0   1
  2        2,000        2,250   2
  3        4,000        4,500   3
  4        8,000        9,000   4
  5      16,000      18,000   5
  6      32,000      36,000   6
  7      64,000      75,000   7
  8    125,000    150,000   8
  9    250,000    300,000   9
10    500,000    600,000 9+3
11    750,000    900,000 9+6
12 1,000,000 1,200,000 9+9
13 1,250,000 1,500,000 9+12
14 1,500,000 1,800,000 9+15
15 1,750,000 2,100,000 9+18
16 2,000,000 2,400,000 9+21
17 2,250,000 2,700,000 9+24
18 2,500,000 3,000,000 9+27
19 2,750,000 3,300,000 9+30
20 3,000,000 3,600,000 9+33


Wizard Experience Levels

Level Mage/Specialist Hit Dice (d4)
  1               0     1
  2        2,500     2
  3        5,000     3
  4      10,000     4
  5      20,000     5
  6      40,000     6
  7      60,000     7
  8      90,000     8
  9    135,000     9
10    250,000   10
11    375,000 10+1
12    750,000 10+2
13 1,125,000 10+3
14 1,500,000 10+4
15 1,875,000 10+5
16 2,250,000 10+6
17 2,625,000 10+7
18 3,000,000 10+8
19 3,375,000 10+9
20 3,750,000 10+10

Priest Experience Levels

Hit Dice
Level      Cleric       Druid (d8)
  1               0               0   1
  2        1,500        2,000   2
  3        3,000        4,000   3
  4        6,000        7,500   4
  5      13,000      12,500   5
  6      27,500      20,000   6
  7      55,000      35,000   7
  8    110,000      60,000   8
  9    225,000      90,000   9
10    450,000    125,000 9+2
11    675,000    200,000 9+4
12    900,000    300,000 9+6
13 1,125,000    750,000 9+8
14 1,350,000 1,500,000 9+10
15 1,575,000 3,000,000 9+12
16 1,800,000 3,500,000 9+14
17 2,025,000 500,000* 9+16
18 2,250,000 1,000,000 9+18
19 2,475,000 1,500,000 9+20
20 2,700,000 2,000,000 9+22

* See section on hierophant druids under "Druids" in this chapter.

Rogue Experience Levels

Level Thief/Bard Hit Dice (d6)
  1               0    1
  2        1,250    2
  3        2,500    3
  4        5,000     4
  5      10,000    5
  6      20,000    6
  7      40,000    7
  8      70,000    8
  9    110,000    9
10    160,000   10
11    220,000 10+2
12    440,000 10+4
13    660,000 10+6
14    880,000 10+8
15 1,100,000 10+10
16 1,320,000 10+12
17 1,540,000 10+14
18 1,760,000 10+16
19 1,980,000 10+18
20 2,200,000 10+20
Heath
 GM, 604 posts
Wed 27 Aug 2008
at 23:43
Re: Rules Clarifications
MAGE STARTING SPELLS (in House rules):

(From PHB Table 21):
Table 21:
Wizard Spell Progression

	Wizard				Spell Level
	 Level	1	2	3	4	5	6	7	8	9
	  1	1	--	--	--	--	--	--	--	--
	  2	2	--	--	--	--	--	--	--	--
	  3	2	1	--	--	--	--	--	--	--
	  4	3	2	--	--	--	--	--	

1- You get detect magic and read magic automaticall in the spellbook
2- You pick 4 more 1st level spells of your choice.

This is your 1st level list of spells in your spellbook.

Then, you add 2 first level spells scribed at 2nd level (adding 2 to your previous total instead of just adding one more 1st level spell like the rules say, but you still only get to cast 2 per day); at level 3, 2 1st level spells and 1 2nd level spell (adding that many scribed to your previous total).

The actual rules are that you would get 1 spell scribed and 1 to cast at 1st level (in addition to read magic), 2 total scribed (only 1 additional) and 2 to cast at 2nd level, etc.


OTHER MAGE HOUSE RULES:

You do not have to pick specific spells to memorize the night before.  You can pick from any of your scribed spells to cast, although the number of spells you can cast is still limited as per the rulebook.

Detect Magic can be cast once per day without it counting against your number of spells you can cast that day; read magic can be cast at any time without penalty.