House Rules.   Posted by Caninrok.Group: 0
 GM, 26 posts
Mon 22 Mar 2010
at 04:44
House Rules
Ok all, here are some rules variants and changes I'd like to use in our game. Not too many or too crazy I think. There may be more to come and I'm willing to discuss these, but I think you'll need to be pretty persuasive to get me to change my mind about most things posted in this thread. This notice post may be altered over time, I will mention alterations in the OOC thread.

1. You can all remove Use Rope from your skill lists.

2. Alignment: See following post.

3. Prone: Following a long-standing and often made suggestion of Monte Cook's, rising
          from prone will not provoke attacks of opportunity. This will both speed things
          up a little bit and avoid the infinite trip attack combo that sometimes shows
          up. Apologies to any player looking to use such a combo.

4. Certain Cleric spells such as (but not exclusively limited to): remove disease,
   neutralize poison, remove blindness/deafness, remove paralysis, and remove curse

   will be altered in this game. Instead of automatic success these spells will work like
   dispel magic. This means that a caster level check will be required for success. The DC
   will be 11+ the caster level of the spell that caused the affliction or the DC for the
   original save to avoid the condition in cases where spells where not the cause of the
   problem. Basically, a curse laid by a 20th level cleric should be harder to remove
   than one laid down by a 10th level cleric. Likewise, run of the mill food poisoning
   should be easier to neutralize than purple worm poison.

5. More to come?

This message was last edited by the GM at 11:08, Sat 18 Sept 2010.

 GM, 284 posts
Sat 18 Sep 2010
at 11:08
Alignment: For the most part I would prefer non-evil alignments, however read on...

           There will be a semi-drastic change to alignments in this game unless I
           have an outright mutiny because of it. We will using the alignment spectrum
           system from The Book of Hallowed Might. This means that everybody will have a
           Lawful or Chaotic component and a Good or Evil Component and the two components
           of your alignment will have a corresponding number from 1 - 9. The higher the
           number the stronger its influence over your character. Examples:

            1 Doesn’t like to see bad things happen to others
            2 Helps others occasionally, particularly friends
            3 Willing to help strangers on occasion
            5 Gives of himself to help others, whether it be time,
              money, possessions, or something else
            7 Takes concepts like purity, innocence, and other
              higher principles very seriously
            8 Would sacrifice anything, even his life, for others in
              a heartbeat
            9 Refuses to harm anything or anyone, even if it
              brings misfortune or death on himself
            1 Finds joy in the misfortune of others, but usually
              wouldn’t act to hurt others
            2 Willing to cause others pain or misfortune to better
            3 Actively enjoys lying, stealing, and inflicting pain
              on others
            4 Willing to cause harm even to friends to get ahead
            5 Willing to kill to better himself
            7 Will kill for the sheer pleasure of bringing pain and
              death to others
            9 Hates life, goodness, and light and does everything
              in his power to destroy them
            1 Generally tries to keep his promises and, when in
              doubt, follows the rules
            2 Has a set of guidelines he generally lives by
            3 Genuinely respects authority figures for their positions
            4 Willing to see one person killed or hurt if it helps
              large numbers of people
            5 Willing to follow a code or a strict set of principles
              even if it brings misfortune on himself
            8 Would be willing to see many people harmed or
              killed if it helped society as a whole
            9 Follows a set path in so orderly a way as to risk blind
              self-destruction. Despises and fears individuality.
            1 A bit of a nonconformist or free spirit
            2 Will lie if it suits him, hates to be ordered around
            3 Disorganized but extremely easygoing
            5 Rejects the idea of majority rule
            6 Prefers anarchy to any other form of organization
            7 Occasionally destroys things in reckless abandon
            9 Hates structure and order so much that destruction
              for its own sake becomes desirable

            What about neutrality? In this system no true neutrality exists. Or is so
            exceedingly rare as to be a non-issue. For mechanics purposes a 1 rating is
            equivalent to being neutral for spells and items, class requirements and such.
            Also for effects like Holy Smite damage a 1 is treated as neutral, a
            2-3 takes half damage or duration, 4-8 is normal and a 9 is double effect.

            Please note: outsiders are not always at the extremes and the gods fit across
            the spectrum as well. For example Zhühn might well be C9E9 but Tlachinozal
            better fits L6E5. A Paladin who was L8G2 might very well be representative of
            "Awful Lawful" but a Paladin who was L2G7 may very well be willing to resort
            to violence to oppose a lawful but cruel tyrant or slave trade.