House Rules
Attributes Offsetting Penalties: I will be using this optional rule from 5e. Attributes can, at the GMs discretion, reduce or even negate certain associated penalties. Penalties can be reduced to a minimum of -0.
STR - Penalties due to being encumbered or wearing heavy armor.
DEX - Penalties from dual-wielding, or performing difficult actions while in combat (take half the DEX rating and round down).
CON - Penalties from diseases
SPD - Penalties from performing multiple actions in a round (take half the SPD rating and round down).
WIL - Penalties from spellcasting
PER - Penalties from distraction
Initiative: In lieu of initiative rolls at the start of combat or each round I am going to run it how writermonk seems to do it on his PbP game. It seems like actions are all resolved more-or-less simultaneously so I am going to try that and see how it runs.
Ranged Weapon fire: When calculating defense against ranged weapon attacks take into account range, cover, and speed if not aware. If the target IS aware modify the above by adding the BASE CR to the total defense, not CR plus weapon skill. Targets who attempt an active dodge receive full bonuses for the skills listed on page 27 of the 4th Edition Handbook. Parrying a ranged attack remains unchanged.
Number of Spells/Spell Creation: The spell limitation rules from Codex Magicus will be used in this game. To summarize a caster receives 1 spell in each Mode per +1 Mode rating and additional spells equal to the caster's MR. Spells will be created as per the Codex Magicus for the most part, with all parameters except the spell level set. As noted Heal, Illusion, Summon, and Transform need to have the spell level set at creation. That being said there is some flexibility around the spell creation rulings so if you have a concept write it up and run it by me. I encourage creativity in spell creation.
Spell Touch Attacks: As there is no consensus on how to handle touch based spells I decided to come up with my own decision. The caster rolls to cast the spell as normal. Once this is done the caster touches the target to discharge the spell. As there only needs to be a brief contact there is no additional attack roll needed, however the target is entitled to roll to resist the spell using the appropriate ability vs. half the spell level. On a full success the damage (if any) is reduced by 50%, on a critical success the damage is reduced by 75%.
Conjure Mode ruling: In looking at Conjure in regards to conjuring gases I feel the rules are prohibitive. One cubic foot of gas per spell level is a very small amount, even at a higher level (at 8 spell levels that is a cube of gas 2 feet per side). For purposes of conjuring gases I am changing the rules to allow the creation of a cube of 1 foot per side per spell level (thus at level 10 one would have a cube 10 feet per side). Now if this becomes a problem in play it will change but I am trying it for now.
Illusion Mode ruling: I am increasing the base duration of Illusion mode spells from 5 rounds in 4th Edition to the 1 minute duration in 5th Edition. Illusion spells overall are expensive enough without the lower duration.
Influence Mode ruling: In looking at how Influence is done in 4th Edition the description says 1 round base duration but the spell examples all go with a 5 round base duration. In 5th Edition the duration is bumped to 1 minute but the WIL roll is further modified by MR. I am going to stick with the 4th Edition version but go with a 5 round base duration with each additional round adding 1 to the difficulty of the spell. All other factors will remain the same.
Move Mode ruling: I have decided to utilize a slightly adjusted version of the 5th Edition Move mode, it seems to give a bit more leeway than it is written in the 4th Edition. So the synopsis of Move mode spells is this:
STR: -9 (25 lbs) +1 STR (25 lbs) per spell level
SPD: -8 (20 feet per round) +1 to Difficulty per +1 SPD
Range: 50 feet (+1 to Difficulty per additional 10 feet)
Area: Single Target (+1 to Difficulty per 1 foot radius)
Duration: 1 minute (+1 to Difficulty per additional minute)
Ward/Defend Mode ruling: In Codex Magicus they changed how Ward spells work, that they do not have to be a minimum of level 10 to work but also are no longer complete protection. What they did NOT do was speak on Hex spells. I think Hex spells got hit with the Nerf bat in 5th Edition, but at the same time don't care for the double damage thing. Hex spells will increase the damage from the selected source by 1 point for every 2 levels of the spell. Also, Defend and Ward are going to be combined into Ward as in 5th Edition. It makes sense to me as both Modes protect the target in some way. Likewise the base duration for all Ward spells is 1 minute. Base barrier size is 10 feet x 10 feet and base dome size is 5 foot radius.
Spell Penalty: Casters will receive a cumulative -1 penalty to casting rolls for any result less than a full success. Casters also may cast 1 spell free before accumulating spell penalty but that number is modified by the caster's WIL score (ie. a caster with WIL +2 can cast 3 spells before beginning to accumulate spell penalty.). Casters who have a WIL of +0 or lower still can cast 1 spell free before accumulating spell penalty. I am going to go with an idea I had on how to deal with spell penalty without having to have 7 hours of rest. The idea is as follows and is subject to being changed/removed based on how it plays out: a caster may ignore 1 or more levels of spell penalty on the fly by "boosting" their magical output. For each point of spell penalty ignored the caster receives 2 hp of damage due to magical stress. This damage cannot be healed normally in combat as it reflects both magical and psychic overload. The damage can be healed out of combat normally. Again this is an experiment and may change in play.
Equipment: I will be allowing weapons, armor, and equipment from the Symposium and am willing to consider equipment that may have not been listed in those 2 sources (such as any non-redundant equipment from 5th Edition). Also, armor for humanoids of unusual shape/structure will cost 25% more as it needs to be worked around wings/tail/extra limbs/etc.
This message was last edited by the GM at 01:34, Fri 03 Aug 2012.