House Rules.   Posted by The Chronicler.Group: archive 0
The Chronicler
 GM, 1 post
Wed 15 Jul 2015
at 01:15
House Rules
General Rules
Generally  speaking I want to run a quick paced game with an emphasis on role playing.

I expect players to be polite out of character, and to refrain from “godmodding” in character.

Generally you should be able to post at least once every 24 hours, with some leeway on the weekends. If you’re going to be unable to post for an extended amount of time, please let everyone know, and make contingencies with me regarding how to NPC your character.

If your character instigates a situation that is contingent on your input, please try and check in frequently so that other players aren’t waiting for you to finish a conversation you started.

Make frequent use of the Abstract Play Thread to coordinate your actions, and figure out what each player is thinking. It is an OOC space for discussing strategy.

Spoken Dialogue should be posted in a color of your choice. OOC information, and dice rolls should always be in orange. (if you which to highlight damage in red that makes my job that much easier)

This message was last edited by the GM at 01:22, Wed 15 July 2015.

The Chronicler
 GM, 2 posts
Wed 15 Jul 2015
at 01:15
Re: House Rules
ICON Rolls

You will be rolling Icon relationship dice at the start of every “game day” which should coincide with a full rest.

6’s can usually be turned in for an automatic success on most any DC provided you can explain how your relationship with that icon is aiding you.

You can also turn in a 6 during combat to ad 1 to your natural roll, provided you can explain how your relationship with that icon is aiding you. (Using a 6 to turn a 19 into a 20 for a crit, or perhaps bumping your score up enough to turn a near miss into a hit.)

5’s are likely to carry some hidden cost, and if used in combat expect immediate payback.

If you haven’t used your ICON rolls at the end of a game day, you can choose to keep them instead of your new rolls, but you cannot just keep stockpiling 6’s for a rainy day.

This message was last edited by the GM at 01:22, Wed 15 July 2015.

The Chronicler
 GM, 3 posts
Wed 15 Jul 2015
at 01:21
Re: House Rules
Label your Rolls
I absolutely insist that players clearly label all of their rolls, in the "reason for roll box.”
This helps me keep track of things as well as providing a record of players “declaring” the type of action they are taking before rolling, which in some instances is vital.

An attack roll should look something like this

BMA (Basic Melee attack) vs Specific opponent's defense stat AC (the target number)
Specific Spell vs Specific Opponent MD (target number)

Followed by the damage roll:
BMA damage (Damage type if relevant)
Spell Damage (Damage type)

Out of Combat Rolls, Skill Checks, Knowledge Checks

I want to encourage players to take initiative and anticipate when rolls will be needed. Players with RPG experience should have an idea of what backgrounds and what ability modifiers go with most tasks.

You should label DC Rolls with the modifiers being added

Pick a lock
DEX+LVL+Appropriate background
Break down a door
STR+LVL+Appropriate Background
bargain with a merchant
CHA+LVL+Appropriate Background
Knowledge Check
INT or WIS+LVL+Appropriate background
Perception checks
WIS+LVL+Appropriate Background

You can assume that you succeed on any natural twenty. And in adventurer level environments on any roll totalling more than 25. You may still wish to wait for me to describe the results, but you can describe your next actions without waiting for me in those cases.

Environment DCs for Skill Checks

Adventurer-tier Skill Check DCs
Normal task: DC 15
Hard task: DC 20
Ridiculously hard task: DC 25

Champion-tier Skill Check DCs
Normal task: DC 20
Hard task: DC 25
Ridiculously hard task: DC 30

Epic-tier Skill Check DCs
Normal task: DC 25
Hard task: DC 30
Ridiculously hard task: DC 35

Roleplaying is important during skill checks, Just because you failed a roll, doesn’t mean your character or other player characters would reasonably try and repeat the same actions. I’m going to try and “fail you forward” as often as possible anyways.

An example of poor roleplaying would be failing a roll for searching for a hidden door, and having your character remain convinced that there was a hidden door to be found. If your character just watch two other characters thoroughly search a space and find nothing, does it make sense for your character to go in and thoroughly search the same space?

Also remember that a skill check takes some time, if you are making a perception check for every yard you travel, you will be moving very slowly. If you say your character is scanning their surrounding constantly, I might have you make a skill check that will represent your time in that space, and since you didn’t specify that you’re creeping along it will be a harder DC than if you were taking your time.

This message was last edited by the GM at 01:22, Wed 15 July 2015.

The Chronicler
 GM, 4 posts
Wed 15 Jul 2015
at 01:25
Re: House Rules
In Combat we will use rolled initiative to determine order of play. Here’s how I will post during battles.

To keep things moving, during combat you may take your turn ahead of one other player who has higher initiative if are ready to post. You may not Skip over an enemy's turn. Player Characters with the same initiative as an opponent go first, before the opponent.

In the example below: After monster 1 has taken its turn, players 1 and 2 may post at will. But players 3 and four have to wait until monster 2 has taken its turn.

Round 1:
Escalation Die

This is my "in character" text describing the encounter

This is my ooc text explaining the particulars

Such as special properties of this monster and dice rolls

12:12, Today: The Chronicler rolled 10 using 1d20+4. Example of dice rolls

20monster 1201815200/200Here's a combat condition such as DAZED
18Player 119171350/50
15Player 220161445/45
11monster 2201815200/200
10player 315131730/30Here's an effect such as +1 to allies attacks
05Player 418151745/45

The Chronicler
 GM, 5 posts
Wed 15 Jul 2015
at 01:36
Re: House Rules

Since we’re playing a rogue themed game and if you would like to use poison it can be acquired and used like a magical oil, at the same cost per tier.

Instead of an attack bonus, adding poison to a weapon does 2 points of (non-cumulative) ongoing damage per tier on an natural even hit, for the duration of a battle and requires a hard save to end.

That means at adventurer tier, a poisoned creature will take 2 points of poison damage every round until they make a hard save or die. Subsequent hits with the same poisoned weapon do not add more ongoing damage

Or you can specifically acquire named poisons that have special effects (at about 2x the cost of a normal poison)

Adventurer Tier
On a natural even hit +3 immediate damage and -1 to attack rolls and PD (hard save ends)
Mind Bite
On a natural even hit +3 immediate damage and Daze for 1 round
On a natural even hit +3 immediate damage and Vulnerable (hard save ends)

Champion Tier
On a natural even hit +7 immediate damage and Confused 1 round
On a natural even hit +7 immediate damage and Stuck 2 rounds
Naga Bite
On a natural even hit +7 immediate damage and 25% chance to become helpless for 1 round

Epic Tier
Manticore Sting
On a natural even hit +19 immediate damage and 25% chance to become helpless (hard save ends)

Ettercap Bile
On a natural even hit +19 immediate damage and 75% to become helpless for 1 round

Basilisk Blood
On a natural even hit +19 immediate damage and chance of instant death. (75% mooks, 50% Normal enemies, 25% large enemies 10% huge enemies, 1% for special cases.)

If you acquire ingredients, poisons can be made with a few hours of work and a very hard skill check, at the appropriate tier.

(Epic Tier positions are unrefined toxic substances and cannot be synthesized (or maybe they can and nobody has figured out how to do it yet.)

We may rename poisons depending on flavor, you may be able to create new poison effects, but expect them to be at about the same level per tier.

This message was last edited by the GM at 16:06, Thu 16 July 2015.

The Chronicler
 GM, 6 posts
Wed 15 Jul 2015
at 01:39
Re: House Rules
Curses and Injuries

There is no system for injuries in the 13th age, and so I’m borrowing one I found at thoughtcrimegames.

Essentially it goes like this.

While rallying restores your vitality and will to fight,
it doesn’t actually heal injuries.
If you’ve got a broken nose, it will take a while to heal,
unless you use magic healing or a potion.

Lost Limbs might happen in the course of things and they can’t be brought back with just any spell or potion.

And so you’ll have a negative background until that injury is healed. -2 for minor injuries -4 for major injuries

That broken nose means that if you’re trying pass a someone respectable you’ve got to -2 from your DC.

Broken leg is going to cost you -4 to DC’s involving moving about on two feet.

A missing hand would be -4 to anything that normally requires two hands.

Similarly, you might become cursed by a disgruntled sorcerer or a wiley demon, and receive a background like
“Simon’s Slithering Speech -2″ to all checks involving speaking until you find a way to have a curse lifted.

This message was last edited by the GM at 01:41, Wed 15 July 2015.

The Chronicler
 GM, 7 posts
Wed 15 Jul 2015
at 01:43
Re: House Rules
Inventory and Buying and Selling
This isn’t “Inventory management the game” and I don’t want to be bean counting you to death, but you are rogues and you are in a city, so I want you to have things to spend your ill gotten gains on.

Which means keeping an accurate record of those gains.

You will start the game with Around 100gp worth of gear
(armor, weapons, tools, adventurer-tier one use magical items)

+ either another 100 gp in gold or gear,
  or 3d6x10 gp in gold or gear.

Keep track of your inventory. If you don’t have something, it doesn’t magically appear just cause you need it.

I’ve included a list of stores and fences in Shadowport, if there is a type of store you don’t see on the list, feel free to ask, I bet there is one somewhere on the island.

Taverns, Hotels, and Sleeping on the streets.
The Tunnel-Runners have a hideout in the eastern sewers,
but if you need to rest away from “home base” rooms cost money.

You should plan on spending a bit of money on food each day as well.

If you want to take a nap on the streets, or in the sewers you will probably find yourself interrupted.

If you keep going for more than 36 hours without rest you will probably incur a penalty (i.e. -1 to all roll until you’ve rested.)

I will keep a clock running so you know the time and date.

This message was last edited by the GM at 16:01, Thu 16 July 2015.

The Chronicler
 GM, 431 posts
Sat 4 Jun 2016
at 00:01
Re: House Rules
Combat Reroll tokens
At the beginning of play, you have two Combat reroll tokens. One may be used to  to reroll attacks and saves in combat situations"

Keep rolling until you get at least an 11 on the die (or, if you prefer, roll d10+10). These tokens reset after each full heal-up, but do not carry over.

Remember that Icon dice can be traded in for automatic success on skill checks, with good roleplaying, a six with an Icon is better than a natural 20 otherwise.

This message was last edited by the GM at 00:38, Mon 06 June 2016.