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02:35, 26th April 2024 (GMT+0)

House Rules.

Posted by DM StormFor group archive 0
DM Storm
GM, 5 posts
Sun 22 Jan 2012
at 06:02
  • msg #1

House Rules


In general, I am not really into creating a bunch of House Rules for games I run. The main main focus of House Rules in this game will be to streamline the already-slow Play-by-Post format. So, here are the rules:

Combat Sequence: At the beginning of a possible combat, I will determine whether either side is surprised, roll Initiative for both sides, and post a combat summary at the top of the round. Once initiative is established for a given encounter, we won't roll initiative again unless there is a dramatic shift in the battle.

Once the initial combat post is up and it is the PCs turn to act, I will generally post:

OOC: PCs are UP! as a prompt.

Once it is the PCs turn, players can post their actions at any time. No need to wait for other players to post, unless there is a tactical reason for doing so, like wanting to wait for the magic user to cast a sleep spell before engaging enemies.

We also won't use sequenced actions (i.e., movement first, followed by missile attacks, spells, melee, etc.) in this game. Players will take all of their actions for the current round during their turn.

Combat Resolution: At the beginning of combat, I will post all the relevant stats players need to resolve their own attacks (e.g., Armor Class, Hit Points, relative positions, distances, etc.). Players will roll their own attacks and damage and post results during the turn. This format ensures players are not waiting around to determine whether they hit or not and greatly speeds up play.

There may be instances where I keep hit points hidden from players, but this will be the exception and generally only used for "boss" type monsters. In these instances, players will still be able to determine whether they hit ot not, just not whether they do enough damage to defeat a foe. For example, if you attack a monster that only has 6 hit points remaining and inflict 8 points of damage during your attack, you can assume the monster is dead and narratively describe how your character defeats the monster when you post.

Critical Hits and Fumbles: A roll of Natural 20 is an exceptional hit and deals maximum damage. A roll of 1 is not considered a fumble; however, players are encouraged to roleplay a non-successful result in any manner they wish, to include "fumble" type results. Be creative with your successes and failures. It makes for a better game!


COMBAT ACTIONS, MOVEMENT, AND MANEUVERS
Declaring Spells and General Actions: We will not use these rules in this game. Actions and spells will be resolved during the PCs Initiative Stage. A PC may move up to their speed and attack, cast a spell, or perform an action in the same round.

Casting Time/Round Segments: Casting Times and Round segments will not be used in this game. Spells will go off during a player's turn within the same round, unless it is a rare spell with a longer than 1 round casting time.

Closing into Combat: In general, PCs may move up to their speed to position themselves for an attack during the same round.

Charge: Charging into combat allows the attacker to make a more effective offensive attack at the expense of defensive vulnerability. During a charge, a PC may move up to double speed and then attack with a +2 bonus to-hit. Charging characters may be pre-emptively attacked by a defender wielding a longer weapon (e.g., a spear, pike, etc.).

The charger gains no Dexterity bonus to AC against such an attack and chargers with no Dexterity bonus automatically receive a +1 penalty to AC. Additionally, the defender has a weapon set against the charge (see below), he or she will inflict additional damage with a successful hit against the charging attacker.

Assuming that the charging character survives, he or she gains +2 “to hit” on his or her attack. Characters may only perform a charge once every 10 rounds (i.e., once
per turn). Characters who are at the maximum encumbrance category may not charge unless they are mounted and the mount is below the maximum encumbrance category.

(Although the weapon damage is doubled, any bonus for strength, magic, specialization or other such modifier is not.)

Fighting Retreat: A character may retreat backward out of combat, maintaining his or her defense, although the attacker may follow if not otherwise engaged. It is possible to parry while doing so, but not to attack. This maneuver may be used to “switch places” with another party member who is in combat, the first party member joining battle with the enemy to prevent the enemy’s pursuit while the second character makes a fighting retreat.

Fleeing from Combat: Often, discretion is the better part of valor, and the characters will choose to exercise the said discretion at top speed. If a character is in melee combat and runs away, his or her opponent(s) may make an immediate additional attack at +4 to hit.

Hold Initiative: Holding initiative is simply waiting until the other side has acted before doing anything.

Missile Attacks into Melee: PCs firing into a melee where their allies are engaged with the enemy must determine whether they will exercise caution to avoid friendly fire. PCs can elect to take a -1 penalty to missile attacks to avoid the chance of hitting their allies., Alternatively, PCs can fire without discretion with no to-hit penalty. Firing without discretion has a small chance of friendly fire (any roll of 1 on a d20 attack roll) and will be resolved with a second attack roll against a randomly determined target's AC.

Parrying: A character who parries cannot attack, but gains a -1 AC bonus in addition to subtracting his or her “to-hit” bonus from the enemy's attack roll. Parrying may be used in combination with a fighting retreat.

Set Weapon Against Charge: A character choosing to set his or her weapon against a charge cannot attack unless an opponent charges, but the weapon will inflict double damage against a charging opponent. Weapons that may be set against a charge include spears, lances (when used dismounted), most pole arms, and tridents.


HIT POINTS AND DYING
A character reduced to 0 hit points is considering Unconscious.

A character reduced to -1 to -9 hit points if considered to be Dying, and will lose 1 hit point per round, unless given some form medical attention and/or healing.

A character reduced to -10 hit points or less is Dead.


HIT POINT RECOVERY FROM REST
PCs regains hit points equal to d6 + level + Constitution bonus (if any), with each day of rest. All characters recover a minimum of 1 hit point per day of rest


SPELLS
Spellcasters do not have to memorize or pray for specific spells. Spellcastes spend a period of time studying or praying and then may sontaneously cast any known spell.

All casters earn bonus spells based on their spell casting attribute. Clerics and Druids earn bonus spells for high Wisdom and Magic-Users/Illusionists/Bards earn bonus spells for high Intelligence, as follows:

Bonus Spells for High Attributes
Attribute  1st-level   2nd-level    3rd-level    4th-level
9              0
11             0
12             0
13             1
14             2
15             2            1
16             2            2
17             2            2             1
18             2            2             1             1
19             3            2             1             1



ACTION POINTS (AP's)
This game will feature Action Points, which are derived from a character's Charisma score (a measure of a character's force of personality, leadership, and charm). All characters earn 1 AP every level (not cumulative), regardless of Charisma score.

Bonus Action Points are determined as follows:

Charisma   Bonus AP's
3-8             0
9-12            1
13-15           2
16-17           3
18+             4


Action Points may be spent for any of the following purposes:

Heroes' Luck: PC may spend an Action Point to add 1d6 to any attack roll or saving throw. The decision to do so may be made after the die has been rolled.

Inspiring Word: PC may spend an Action Point to rally a wounded companion. The companion gains 1d4+1 temporary hit points. Note: This ability cannot be used on PCs who already have negative hit points

Second Wind: PC may spend an Action Point to gain a second wind, which heals 1d4+1 hit points. Note: PCs must be conscious to use this ability.

Note: Only one Action Point may be used per encounter. Action Points are regained when a PC levels up. Any unused AP's are lost an cannot be carried over between levels.

SKILL CHECKS
PCs sometimes try to accomplish actions for which there are no rules in 1st edition AD&D. This game will use attribute checks to handle these type of items. Players will roll a d20 and compare it against their relevant attribute. Modifiers to the roll will sometimes be assessed based on task difficulty. In general however, rolling below the relevant attribute will be considered a success.

Example skills for all attributes:

Strength: Climb, Jump, Swim, etc.
Intelligence: Appraise, Crafts, Knowledge, etc.
Wisdom: Healing, Sense Motive, Survival, etc.
Dexterity: Balance, Riding, Tumbling, etc.
Constitution: Concentration, Endurance, etc.
Charisma: Bluff, Diplomacy, Perform, etc.

Optional Character Class: Bard
Ability Requirements: Dexterity 12, Intelligence 13, Charisma 15
Prime Requisite: Dexterity, Charisma
Races Allowed: Human, Half-Elf
Hit Die Type: d6
Spell Ability: Yes
Armor: Padded, leather, studded leather, ring mail, scale mail, or chain mail
Shield: none
Weapons: Any
Oil: Yes
Poison: ?

The bard makes their way in life by charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails).

In precise historical terms, the title "bard" applies only to certain groups of Celtic poets who sang the history of their tribes in long, recitative poems. These bards, found mainly in Ireland, Wales, and Scotland, filled many important roles in their society. They were storehouses of tribal history, reporters of news, messengers, and even ambassadors to other tribes. However, in the AD&D game, the bard is a more generalized character. Historical and legendary examples of the type include Alan-a-Dale, Will Scarlet, Amergin, and even Homer. Indeed, every culture has its storyteller or poet, whether they are called bard, skald, fili, jongleur, or something else.

To become a bard, a character must have a Dexterity of 12 or more, an Intelligence of 13 or more, and a Charisma of 15 or more. The prime requisites are Dexterity and Charisma. A bard can be lawful, neutral or chaotic, good or evil, but must always be partially neutral. Only by retaining some amount of detachment can they successfully fulfill their role as a bard.

A bard, by their nature, tends to learn many different skills. They are a jack-of-all-trades but expert in none. Although they fight as a rogue, they can use any weapon. They can wear any armor up to, and including, chain mail, but cannot use a shield.

All bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player's choice (preferably one that is portable).

In their travels, a bard also manages to learn a few magic-user spells. Like a magic-user, a bard's Intelligence determines the number of spells they can know and the chance to know any given spell. These they keep in their spell book, abiding by all the restrictions on memorization and spell use that bind a magic-user. However, like multi-classed magic-users, a bard may cast spells while wearing armor. Regardless, bards tend to use their spells more to entertain and impress than to fight. The table below lists the number of spells a bard can cast at each level.

Since bards are dabblers rather than full-time magic-users, their spells tend to be gained by serendipity and happenstance. Beginning bards do not have a selection of spells. A 2nd-level bard learns 1d4 magic-user spells, chosen either randomly or by the DM. (An Intelligence check must still be made to see if the bard can learn a given spell.) The bard is not guaranteed to know read magic, as this is not needed to read the writings in a spell book. The bard can add new spells to their spell book as they find them but does not automatically gain additional spells as they advance in level. All spells beyond those they start with must be found during their adventures. The bard's casting level is equal to their current level.

BARD TABLE 1
Experience Points Level Hit Dice (d6) Level Title
0 – 1,250 1       1 Crier
1,251 – 2,500 2       2 Storyteller
2,501 – 5,000 3       3 Rhymer
5,001 – 10,000 4       4 Poet
10,001 – 20,000         5       5 Minstrel
20,001 – 42,500         6       6 Balladeer
42,501 – 70,000         7       7 Songsmith
70,001 – 110,000 8       8 Troubadour
110,001 – 160,000 9       9 Bard
160,001 – 220,000 10      10 Master Bard

BARD SPELL PROGRESSION
Bard Spell Level
Level 1 2 3 4 5 6
  1 -- -- -- -- -- --
  2 1 -- -- -- -- --
  3 2 -- -- -- -- --
  4 2 1 -- -- -- --
  5 3 1 -- -- -- --
  6 3 2 -- -- -- --
  7 3 2 1 -- -- --
  8 3 3 1 -- -- --
  9 3 3 2 -- -- --
10 3 3 2 1 -- --
11 3 3 3 1 -- --
12 3 3 3 2 -- --
13 3 3 3 2 1 --
14 3 3 3 3 1 --
15 3 3 3 3 2 --
16 4 3 3 3 2 1
17 4 4 3 3 3 1
18 4 4 4 3 3 2
19 4 4 4 4 3 2
20 4 4 4 4 4 3

Combat and spells, however, are not the main strength of the bard. Their expertise is in dealing and communicating with others. To this end, the bard has a number of special powers. The base percentage for each power is listed in the table below. This base percentage must be adjusted for the bard’s race and Dexterity as per thief.

Bard Abilities
Level Climb Detect Pick Read
Walls Noise Pockets Languages
1 80% 10% 25% 15%
2 81% 10% 30% 20%
3 82% 15% 35% 25%
4 83% 15% 40% 30%
5 84% 20% 45% 35%
6 85% 20% 50% 40%
7 86% 25% 55% 45%
8 87% 25% 60% 50%
9 88% 30% 65% 55%

Bard abilities are subject to modifiers for Dexterity Score and Race as per the thief class (PHB p. 12 & 28).
Climb Walls enables the bard to climb near sheer surfaces without the aid of tools, just like the thief.

Hear Noise improves the bard's chances of hearing and interpreting sounds. They may be able to overhear parts of a conversation on the other side of a door or pick up the sound of something stalking the party. To use the ability, the bard must stand un-helmeted and concentrate for one round (one minute). During this time, all other party members must remain silent. The DM secretly makes the check and informs the player of the result.

Pick Pockets enables the bard not only to filch small purses, wallets, keys, and the like, but also to perform small feats of sleight-of-hand (useful for entertaining a crowd).
Read Languages is an important ability to a bard since words are their meat and drink. They have some ability to read documents written in languages they do not know, relying on words and phrases they have picked up in their studies and travels. The Read Languages column in the table above gives the base percentage chance to puzzle out a foreign tongue. It also represents the degree of comprehension the bard has if they are successful. The DM can rule that a language is too rare or unfamiliar, especially if it has never been previously encountered by the bard, effectively foiling his attempts to translate it. At the other extreme, the bard need not make the dice roll for any language they are proficient in.

Success is assumed to be automatic in such cases.

The bard can also influence reactions of groups of NPCs. When performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try to alter the mood of the listeners. They can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the bard (round fractions down). If the saving throw fails, the group's reaction can be shifted one level (see the Reactions section in the DMG), toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Cwell the Fine has been captured by a group of bandits and hauled into their camp. Although they are not planning to kill him on the spot, any fool can plainly see that his future may be depressingly short. In desperation, Cwell begins spinning a comic tale about Duke Dunderhead and his blundering knights. It has always been a hit with the peasants, and he figures it's worth a try here. Most of the bandits have 1 Hit Die, but the few higher-level leaders raise the average level to 3. Cwell is only 2nd level, so he gains no modifier. A saving throw is rolled and the group fails (Cwell succeeds!). The ruffians find his tale amusing. The player shifts their reaction from hostile to neutral. The bandits decide not to kill Cwell but to keep him around, under guard, to entertain them. If the bandits' saving throw had succeeded, the bandits would have been offended by the story (perhaps some of them served under Duke Dunderhead!), and their reaction would have shifted from hostile to violent. They probably would have roasted Cwell immediately.
This ability cannot affect people during battle; it is effective only when the audience has time to listen. If Cwell tried telling his tale while the bandits were attacking his group, the bandits would have quickly decided that Cwell was a fool and carried on with their business. Furthermore, the form of entertainment used must be appropriate to the audience.

Cwell might be able to calm (or enrage) a bear with music, but he won't have much luck telling jokes to orcs unless he speaks their language.
The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard.

The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be reinspired by the bard's words. A troop of soldiers, inspired by Cwell, could charge into battle. After fighting a fierce fight, they retreat, and the enemy does not pursue. Cwell, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit.

Bards are also able to counter the effects of songs and poetry used as magical attacks. Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites a poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if the bard is struck or fails a saving throw, their effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls saving throws, normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explanations, commands, or suggestions.

Finally, bards learn a little bit of everything in their studies and travels. Thus, all bards can read and write their native tongue (if a written language exists) and all know local history (without cost if the optional proficiency rules are used). Furthermore, bards have a 5% chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.

Since Cwell the Fine is 2nd level, he has a 10% chance to know something about a magical sword +1. If he succeeds, he knows whether the sword is cursed and whether it has an alignment ("This sword was used by the evil warrior Lurdas. I wouldn't touch it if I were you!"). This ability does not enable him to identify the sword's exact properties, only its history and background. He has no idea of its bonuses or penalties or any special magical powers, except as can be inferred from the histories.
Being something of a warrior, a bard can build a stronghold and attract followers upon reaching 9th level. The bard attracts 10d6 0th-level soldiers into their service. Followers arrive over a period, but they are not automatically replaced if lost in battle. Of course, a bard can build a stronghold any time, but no followers arrive until they reach 9th level.
Upon reaching 10th level, a bard can attempt to use magical devices of written nature--scrolls, books, etc. However, their understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item they use is read incorrectly. When this happens, the magical power works the opposite of what is intended, to the detriment of the bard or their friends. The DM will tell you what happens to your character, based on the situation and particular magical item. The result may be unpleasant, deadly, or embarrassing. (Deciding these things is part of the DM's fun!)
This message was last edited by the GM at 22:34, Mon 04 Oct 2021.
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