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House Rules.

Posted by AuthorFor group 0
Author
GM, 2 posts
The Storyteller
Fri 18 Oct 2013
at 21:19
  • msg #1

House Rules

    Of course no Dungeons and Dragon game is ever run without the peculiar flavours of the individual Dungeon Master's interpretations of the rules.  Of these rules the most particular are the ones regarding matters outside the rules or merely glanced over.  Now I won't go over every possible item I can think of I shall merely list the ones that I believe are the most significant to impacting the game especially in this format of play-by-post.
This message was last edited by the GM at 18:05, Fri 29 Nov 2013.
Author
GM, 27 posts
The Storyteller
Fri 29 Nov 2013
at 18:52
  • msg #2

Re: House Rules

Posting

    GM’s Posting Time • I will be posting once per day, usually between the 1pm and 4pm (+2 GMT) though I may sometimes post later during the day.

    Quanta of PC Posts • Each player is allowed only a single post in response to my (the GM’s) posts in the active Adventure Threads.  However you do not have to post if you do not feel it appropriate to do so for your character.  Though it would be much appreciated if during conversations between players’ characters where GM/NPC input is not required if you could post more than once per day.

    Formats of the Post • Please use the third person perspective for writing posts and format any spoken (this includes telepathic communication and the like) into the bold style while any thoughts should be styles into italics.  Also, please use paragraphs to separate groups of sentences into different contextual groups.

    GM-PC Interactions • Should you have any particular questions for me (the GM) in your post please write them at the end of your post in the PURPLE coloured font.

    Combat • During combat you are more than welcome to describe all your actions and roll for your respective checks and damage totals.  Though do not assume your attack strikes your target (even when it is a critical hit, as some creatures have the ability to negate attacks or their damage).  Results for actions such as attacks and the success of certain skill checks will only be revealed during the End of Round summary post that I will make at the end of each battle.  Also, please see the section about Combat described below.

    Powers • When using powers please note the type of power (i.e. at-will, encounter, daily) by using the text style colours GREEN for at-will powers, RED for encounter powers and GRAY for daily powers.  Racial, feat and item based powers should be noted in brackets.
This message was last edited by the GM at 12:34, Wed 02 Apr 2014.
Author
GM, 28 posts
The Storyteller
Fri 29 Nov 2013
at 18:54
  • msg #3

Re: House Rules

Dice Rolling

    This site comes with a built in dice rolling system which uses psuedorandom number generation for results.  You are welcome to use them though you may also use physical dice if you so choose.  But pick one or the other, do not use both please.
This message was last edited by the GM at 19:06, Fri 29 Nov 2013.
Author
GM, 29 posts
The Storyteller
Fri 29 Nov 2013
at 19:05
  • msg #4

Re: House Rules

Character Creation

    The 10 Races of Ancerenth • I run a setting that uses player character races of my own design and so I have two documents available to display the racial statistics of each.  For those who have Microsofts Office 2010 or later you can use this document to provide you with the statistics of each of the races of Ancerenth.  https://www.dropbox.com/s/mmk8...Creation%20Book.xlsx
  Or if you do not have excel then here is a handy PDF document which represents the still work-in-progress document for a more formal version of the aforementioned excel document.  https://dl.dropboxusercontent....7552845/Sophonts.pdf [This PDF is severely out of date.]
  Of course these documents are being continuously improved an should experience updates on a weekly to monthly basis.

    Ability Scores • When generating ability scores please use Method 2 presented on page 17-18 of the Player’s Handbook.

    Source Materials • Due to the nature of the setting not all material released for D&D 4th Edition is appropriate as such please clear anything you would like from any source within the game’s material with the GM first.

    Guild Sponsored Equipment • As agents of the guild you will receive a Potion of Healing (pg. 255 of the Player's Handbook) and a Badge of Office from the Adventurer's Guild of Aria (a level 1 wondrous item).  A single short message may be sent from one badge to one other badge once per day.
This message was last edited by the GM at 20:15, Tue 22 Sept 2015.
Author
GM, 30 posts
The Storyteller
Fri 29 Nov 2013
at 19:24
  • msg #5

Re: House Rules

Other

    Lore and Additional Material • Ancerenth is a continuous work-in-progress for me and as such more and more material will become available to you as players to learn more about the world and to make use of within the setting itself.  So please keep in mind that content will be produced gradual over the course of this game.

    Slotless Objects of Power • In addition to the standard slots available to all player characters for objects of power (i.e. “magic items”) all characters have one additional slot for a class of object that does not occupy physical space in the conventional sense.  Slotless objects are either boons, afflictions or similar things that function the same as magic items.  Though they normally have a limited duration of effect upon their host.
Author
GM, 31 posts
The Storyteller
Fri 29 Nov 2013
at 19:26
  • msg #6

Re: House Rules

Feedback and Suggestions

    All of you are more then welcome to provide feedback and suggestions about the game and how it is run, I am always looking for ways to improve upon your experience in anyway that I can.  So do not be shy about letting me know about anything that bothers you or ideas you might have that you believe could help the game along.
Author
GM, 50 posts
The Storyteller
Sun 22 Dec 2013
at 22:56
  • msg #7

Re: House Rules

Potential Currency

    D&D tries to emulate the themes of heroic fantasy (or just fantasy in general) and with that in mind I intend to use the following system in place of the standard 4th edition wealth system.  Please note that this does not significantly affect the game’s economy (i.e. you won’t notice the difference really).
  The purpose of this system is to create more opportunities for both role-playing and story development as it makes the game’s economy much more organic.  By removing (for the most part) the “store.”  As a fringe benefit it simplifies tracking wealth.
TOKENS are the base unit (though you can get a ½ token) of the three currencies.  Each token is equal in value to a single consumable/temporary magic item or ritual (or the effect thereof).  While two tokens equal the value of a permanent magic item or ritual (or the effect thereof).
SPENDING tokens only requires that your currency and means of application be relevant to the scene.  Be creative but do not just pull something out of your ass.  This is why there are three types of currency to account for almost any situation.
  Each character is limited to having only 100 tokens at a time.  These currencies can’t be transferred into one another.  Please note for all intents and purposes hereafter that the term ‘item’ – when used in reference to things tokens are spent upon – will refer to both magic items and rituals (i.e. there effects)  as a whole.

Buying Gear:  You can spend any combination of currency to purchase an item.  For items of your level its 1 token for a consumable/temporary item and 2 tokens for a permanent item.  To purchase items 2-3 levels above your level the item costs twice as many tokens (so 2 tokens for a consumable/temporary item and 4 tokens for a permanent item).  You may purchase items up to your level +3.  Items 2 levels or more below your level cost half as many tokens (to a minimum of ½ of a token).  Roll a dice on anything you wish to buy for ½ a token if the result is an even number you get the item without spending anything.
Mundane Gear:  Is considered to be level 3 items and cost 1 token.

Wealth
“Wealth is merely a matter of perspective.  It is the merchant’s task to convince his patrons that their outlook is poorer for the lack of the merchant’s goods.”  --Nihils Corbus Selen, First Chair of the Merchants Guild of the Crystal Isles

  The sum of valuables.  Both physical (in the case of gold and jewels) and imagined (as is the case of art, finery or luxuries) is what this token represents.  It is acquired in the usual ways, from treasure hordes, rewards, payments, dead bodies and the selling of things.
Selling Gear:  When you sell an item of your level or lower you will receive 1 Wealth token in exchange.  If you are selling an item 2 levels or more above your level you will receive 2 Wealth tokens.

Fortune
“I would rather have the wind about my ship then have all the treasures of the world within her holds.”  --Lrog ‘Sharptooth’ Adlamaris, Captain of the Sea Snake

  The favour of fate.  It represents both luck and karma, the weight of your heroic deeds upon the balancing scales of the universe.  You’ll earn it by doing Good.

Fame
“There is not a man or beast who dwells upon this world that has not been touched by my hand.  I may not be a god but I am second to them.”  --Muler Ventiusent, First High King of Crystal Isles

  An amalgam of reputation, rumour and good-will.  Fame represents not only how well known you are but also how much that reputation can be used as leverage in any given situation.
Author
GM, 79 posts
The Storyteller
Sat 11 Jan 2014
at 23:06
  • msg #8

Re: House Rules

Combat
  In general combat will work as set forth in D&D 4th edition rules – you can consult the PHB Chapter 9 for more information and if you are having trouble understand things or are unsure about how to proceed please do not be afraid to ask for help in the OOC thread – unless specifically stated otherwise in the active adventure thread and/or as modified by the following house rules in this thread.

Initiative and the Combat Round •  Combatants will divided into blocks (for example: players, monsters, allies, traps, hazards, etc.) with the average result of all initiative checks made by that players/entities within that block being taken as the blocks initiative.
  For Example;
    Drex has an initiative check of 18, Phelan has an initiative check of 9, Jubei has an initiative check of 12 and Lambent has an initiative check of 8.  The Adventurers average initiative is 11.
    The Skeletal Archers have an initiative check of 11, the Decrepit Skeletons have an initiative check of 10 and the Gravehounds have an initiative check of 5.  The Monsters average initiative is 8.
  Therefore the Adventurers act before the Monsters.


Attacks • When making attacks please list the defence your attack is targeting, you do not have to enter all the details of your attack beyond its specific effects but you can if that is how you want to do things.

Movement • The battlemap has co-ordinates specifically to help indicate where you end your movement.  So please use those in your post whenever you take a move action or you cause someone/thing else to move.

Battle Map • A google document is currently in the works which has one of its tabs dedicated to being the battlemap.  I’ll let you all know precisely when its done.

Out of Turn Powers• Any power or effect that triggers outside of character turns must have the contingencies for the use and the power specified.  Otherwise it will not happen.

Inaction • If you do not post during a round, it is assumed you take a full defence action.  Otherwise you have to specify what your character does when you are unable to post.
This message was last edited by the GM at 17:20, Mon 17 Nov 2014.
Author
GM, 316 posts
The Storyteller
Thu 24 Apr 2014
at 12:33
  • msg #9

Re: House Rules

Universal Info Book

  A google document for easy refrence and which houses or combat tracker and map.  You'll find it here; https://docs.google.com/spread...p=docslist_api#gid=0
This message was last edited by the GM at 12:34, Thu 24 Apr 2014.
Author
GM, 599 posts
The Storyteller
Mon 17 Nov 2014
at 18:52
  • msg #10

Re: House Rules

Skills
  As this game has somewhat more roleplaying in it then is standard for D&D 4th edition I will be adding some content from DnD 5th edition, particularly one or two skills I believe would be appropriate.  I will also be adding maybe one or two skills based on what fits into the world and game from the source material as Ancerenth's setting isn't vanilla Dungeons and Dragons.

Mechanics • (Wisdom) The study of mechanical laws for the fashioning, manipulation, maintenance and disassembly of machines and devices based upon such principles.
Performance • (Charisma) Delight your audience with music, song and/or dance, acting, storytelling or some other form of entertainment.  Your check determines how much you excel at this task.
This message was last edited by the GM at 12:32, Thu 31 Dec 2015.
Author
GM, 838 posts
The Storyteller
Mon 18 May 2015
at 12:37
  • msg #11

Re: House Rules

Level Bonus

    The Standard Half-Level Modifier will be replaced by a new modifier called the Level Bonus which increases at a linear rate as seen in the table below.
Level 1 to 5 +1 Level Bonus
Level 6 to 10 +2 Level Bonus
Level 11 to 15 +3 Level Bonus
Level 16 to 20 +4 Level Bonus
Level 21 to 25 +5 Level Bonus
Level 26 to 30 +6 Level Bonus
  What this means for Skills: Characters gain the level bonus to all skills, trained skills still receive the +5 Trained bonus as normal for class skills and your background skill.

Edit:  Proficiency bonus changed back to what it used to be and instead we call it the Level Bonus from this point forward, if you have a better name that doesn’t class with the existing rules you are more then welcome to suggest it.
This message was last edited by the GM at 09:57, Thu 21 Feb 2019.
Author
GM, 935 posts
The Storyteller
Tue 22 Sep 2015
at 20:20
  • msg #12

Re: House Rules

Backgrounds

    With Chapter 3 behind us we will be implementing the new house rule material from the Skill's section down.  Racial skills have been replaced with Backgrounds, heavily borrowed from 5th edition D&D, though there was some tweaking involved.  You can also find bonus languages therein as well as minor mechanic related to your background and some additional role playing material if you need some inspiration.

  The choice of one of two skills grants your character training in that skill, meaning you receive the usual +5 training bonus to it like you would if it was a class skill.
This message was last edited by the GM at 14:07, Thu 31 Dec 2015.
Author
GM, 1282 posts
The Storyteller.
Wed 8 Feb 2017
at 09:02
  • msg #13

Re: House Rules

Knowledge Checks


    From now on, I'll be rolling knowledge checks for you behind the screen.  You just need to tell me you are trying to use knowledge to figure something out and I'll roll that for you and tell you what you learn.  Not seeing the result of the roll will obfuscate a good deal about the authenticity of the knowledge you receive.
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