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House Rules and Guidelines.

Posted by Mr. DMFor group 0
Mr. DM
GM, 2 posts
Mon 27 Apr 2009
at 16:05
  • msg #1

House Rules and Guidelines

This thread is where you'll find official rulings and house rules. Expect this list to expand sporadically as I remember how I rule things in the tabletop game. I remain fairly flexible on house rules - that is, if enough players object to a rule or would like a new one in place, I'll consider changing/adding it. My word remains final however!

Occupation skill points:
All characters receive 4 extra skill points at 1st level to spend in up to three skills related to their profession or life previous to becoming an adventurer.

Rules as follows:

Spend these points before the rest of your skill points.
For these 4 points treat all skills as class skills.
You may not exceed the normal maximum skill rank with the exception that for these 4 points your cross-class skills will be maximum rank 4 (at level 1).
You must agree these skills and their spending ratio with me.
The skills chosen must be appropriate to a profession/occupation/lifestyle.

A clarification: the trickiest point is cross-class skills. For example, if Profession is a CC skill for you then you may spend anywhere up to 4 of these points in say Profession(Weaver), but if you spend only two or fewer points then you cannot increase your ranks past two by spending your normal skill points as well.

Example occupations:
Mason Craft(Stonemasonry), Knowledge(Engineering)
Farmer Knowledge(Agriculture), Knowledge(Nature)
Teamster Animal Handling, Craft (Carpentry)
Cartographer Knowledge(Geography), Craft(Drawing), Knowledge(Local)
Furrier Knowledge(Nature), Survival

Skills:

Knowledge skills:
The list of knowledge skills in the PHB is a bit limited. Feel free to come up with your own and then check with me.

Dungeoneering is renamed Adventuring (dungeons are rather rare).

On monsters: the only skills that will allow knowledge of monsters are: arcana, adventuring, and the new skill beast lore.

Knowledge(The Planes) does not exist - there are no planes in this setting.

Craft skills:

As above, feel free to come up with your own.

Extra skills:

From time to time I may add or make available new skills that I don't feel are covered by an existing one.

I'm aware there's a lack of skillpoints for certain classes so occasionally I may add a rank to a skill if your character has spent a lot of time practicing it - practicing it for good reason, not just because you want a free skill point! I'll usually only do this for characters that don't have many skillpoints and certainly only for skills they have very few ranks in.

Skills available at starting:
Seamanship (Wis) Ask if you're interested in this as a class skill.
Herbalism (Wis) Class skill for classes that have heal as a class skill.(I'll supply some recepies that act like minor potions)

Dying:

As resurrection and raise dead don't exist in this campaign I make it harder for you to die.

Actual rule to go here but probably something like you don't die until HP < 0 - CON.

Healing:

As healing is not easily accessible (clerics/druids are very rare, as are potions) and I want the game to be playable, healing via bed rest will be faster than standard rules.

Actual ruling not yet decided but possibly heal (Level * 2) + CON modifier HP per day of rest. Open to discussion on this one.

A difficult healing check with suitable supplies will also allow one wound to be patched after combat, healing perhaps 1d6 per 4 levels HP. Only one check per character per combat in which that character took damage.

Equipment:

Spiked chain is banned because it's ridiculous :P

The special items in the PHB such as thundertwigs, smokesticks, tanglefoot bags etc., are banned as the tech doesn't work in the setting.
This message was last edited by the GM at 11:59, Wed 17 June 2009.
Mr. DM
GM, 188 posts
Wed 20 May 2009
at 16:10
  • msg #2

Banned Spells

A note on banned and modified spells: I'm only going through the core (PHB or SRD) spells. Since non-core spells must be checked with me first, I probably won't add them to this thread unless I accept them in modified form.

Note - I've scanned through the core class lists for banned spells, but might have missed some, so let me know when you get any new spells.

Banned
Raise Dead
Resurrection
True Resurrection
Tiny Hut and similar spells such as Secure Shelter and Mage's Magnificent Mansion
Minor/Major Creation
Fabricate
Planar Binding (all forms)
Move Earth
Dismissal
Banishment
Plane Shift
Wish and variants
Astral Projection
Gate
Diminish Plants
Plant Growth
Wall of Stone
Create Food and Water
Planar Ally, all forms
Forbiddance
Holy Word
Miracle

Possibly banned
Stone Shape (not keen on spells that make permanent changes to the world)
Mud-to-Rock
Rock-to-Mud
Soften Earth and Stone
Metal-to-Wood
Animate Objects
This message was last edited by the GM at 16:28, Wed 20 May 2009.
Mr. DM
GM, 189 posts
Wed 20 May 2009
at 16:11
  • msg #3

Modified Spells

A list of spells that are modified in some way.

Blindness/Deafness - duration changed to 1 round/level (D)
Reincarnation - moved to level 7 druid spell

Summon Spells:
I have mixed feelings about these, but for now they will remain the same with the following change:
Templates relating to planes are not available, so no celestial of fiendish creatures. Dire creatures are fine.

Spells that will probably get modified:
Fast-travel or access spells such as fly, teleport, etc.
Longe-range communication spells like Sending.

The above two categories I will most likely add an expensive material component to. This should encourage use only when necessary, even by high-level NPCs.
This message was last edited by the GM at 16:31, Wed 20 May 2009.
Mr. DM
GM, 190 posts
Wed 20 May 2009
at 16:16
  • msg #4

Pointless spells

While not banned as such, spells relating to alignment are not worth a great deal as I don't use alignment.

However, the spells relating to good or evil alignment might work in a very few circumstances - you'd need to be using them against someone or something very obviously good or evil, however, and that's a very unlikely occurence.

Spells relating to the law/chaos axis or the neutral alignment are totally useless, don't even bother.
Mr. DM
GM, 235 posts
Sun 24 May 2009
at 22:14
  • msg #5

General Spell Rules

Material Components

Components without a cost you're assumed to have - even if you don't have a component pouch then you must keep them somewhere about your person. Purchasing a component pouch is preferable.

Those spells with a cost listed must be paid for in advance. I appreciate it's a pain to try and work out exactly how many spells you're likely to cast, so PM me if you want to work out an average cost and we'll charge you a certain sum and assume that covers whatver you're likely to need for a certain period of time.

Disguising Spells

Rules to appear here when I get time. They're largely Teledin's work and I'll be asking all casters to playtest them.
Mr. DM
GM, 1215 posts
That's Mister DM, to you!
Thu 8 Jul 2010
at 14:32
  • msg #6

Useful Dice Roller Info

Jase:
You can actually already fill in the sheet with rolls to do.

Roll 2d6

You can also add in all the other variables;
Set a system:  system=advant|artesia|wod1e|wod2e|wod2es|wod3e|wod3es|nwod|nwodcd|nwodcw|nwoda|ex|sh|sho|sh4e|
                        spooky|d6c|d6l|rm|fudge|rifts|1roll|sorc|hero|earth|target|tat|hackp|dead|deck52|deck54|coda|unisys|fmwerk|fullf
(Hopefully you can guess what most of them stand for.)

Set the extra information for a system:  target=(target number, fumble range, step number, # of cards)

Drop/keep:  dok=dl|kh|dh|kl + drop=# of dice to drop or keep
('d' stands for drop, 'k' for keep, 'h' for highest, 'l' for lowest)

Reroll maxes:  maxes=yes

Reroll ones:  ones=yes

Record each dice:  record=yes

Unique dice:  unique=yes

Reason for roll information:  memo=[text]


Make sure there's an ampersand ('&') between each option.

e.g. To roll 1d20,1d8,1d6, recording each dice for game #12345 you'd have;

Roll attack and damage on flaming longsword

When clicking on the link it will take you to the dice screen and ask to confirm the roll, loading in the information from the hyperlink.  If you have more than one character you'll need to select the character before clicking on "Roll The Dice".


Edit:  Updated to reflect the minor tweak I just hacked in to stop rolls immediately happening.


Note to self: put example link for attack + damage roll
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