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RTJ and House Rules.

Posted by Mysterious Ancient WizardFor group 0
Mysterious Ancient Wizard
GM, 1 post
Meddle not in wizards'
affairs - unless they ask
Sun 18 Sep 2016
at 16:57
  • msg #1

RTJ and House Rules


// ACCESS REQUESTS //

Your access request should contain

1) A writing sample. Note that said sample should show that you:

- Understand the difference between an adjective, a verb, and adverb, and a pronoun.
- Engage not in wanton cruelty to the common comma.
- Are otherwise able to write correct sentences in English.

If you find yourselves habitually falling into any of these pitfalls:

http://theoatmeal.com/comics/misspelling
https://tvtropes.org/pmwiki/pm...eltyToTheCommonComma
https://tvtropes.org/pmwiki/pm...n/RougeAnglesOfSatin

...well, then you probably should look for some game whose (not who's) GM doesn't feel physical pain each time he sees an apostrophe being raped :P


TL;DR: Paylers woh cnaaot speel wlii nto be acpeted. Clear enough? Good. :P

2) One or more character concepts. This should answer the questions:

- What is you character? (race, class, age*, appearance)
- Who is your character? (name, personality, family)
- Where is your character*? (in their life, that is, not just a physical location)
- How is your character? (how is this character on the inside? what makes them tick?)
- Why is your character? (what made you decide you wanted to give this particular character a slice of your life so that they could have one of their own?)

* Your character is assumed to be young or very young - you may opt to have a character who is as young as the base "adult age" of their race indicates. This obviously also affects where they are in life...

3) Optionally, a draft of you characters' stats. This is supposed to be a fast-paced game with slightly higher-CR-than-usual monsters, so you get 25 points for your stats, an additional +1 increase to your highest stat (to a maximum of 20) and an additional point to your lowest stat (to a minimum of 8).



// SIMPLIFIED CARRY WEIGHT //

This is important! I no longer have the time or the inclination to track every single gods blessed piece of equipment in the characters' inventory, so you get to do the following:


All characters may carry the following items without having to account for carry weight:

1) One item per "magic item" slot (including one primary and one secondary weapon, and one set of ammunition for the ranged weapon). Also, if you have an efficient quiver or similar item, you no longer need to keep track of non-magic ammunition.

2) Eight "medium" (character size -2 levels) items in their normal backpacks; masterwork backpacks can carry 10 items.(*)

3) Ten "small" (character size -3 levels) items in their pockets (generally only one or two will fit in each pocket, but most characters have multiple pockets, so ten it is).

4) Two "small" items per pouch (maximum 4 pouches per character, two in the front, two in the back). A gold bag counts as one such item, and will hold up to 500 coin. of any denomination You are assumed to change all coins in your pouch into something sane and easy to carry (along the lines of "20 cp, 20 sp, 20 gp, and a bunch of gems for the really expensive stuff") whenever you spend money in anything more expensive than a tavern.

5) Bending the rules
You can carry extra quivers and/or additional weapons, using the following guidelines.
- Throwing weapons and other light, easy to conceal small arms count as a small item.
- Additional sword-sized weapons will replace a pouch.
- An extra quiver can be worn fastened to your backpack (2 slots), to your belt (2 pouch slots, as it replaces a pouch), or strapped on (3 pocket slots).
- A second bandolier counts as 3 pocket items when worn, or two backpack items when stored.



This is the character's light load, irregardless (**) of their STR score.

Particularly large or heavy items will count as more than one slot at the GM's discretion.

Anything extra, and the character needs a sack. A character carrying a non-empty sack is automatically at medium load. Yes, even the barbarian with 26 strength: the damn thing keeps swinging around and tripping him. It's almost as if it were a cursed item.

Horses can carry one fully equipped character, plus two bags with 10 objects each, as  light load. Anything extra and they are at medium load. Sans rider they can carry another 20 items as light load.


Players are encouraged not to try to carry anything that brings them above medium load.

I shall repeat that, for it does bear(***) repeating: players are encouraged not to try to carry anything that brings them above medium load.

The exception is if you *need* to carry a very specific something that you cannot leave behind, such as the body of a fallen companion, in which case you will be informed that this takes you to heavy load (again, regardless of your strength) and the related penalties will apply.

Don't worry too much about looting everything that isn't nailed down: your character will level up, and so will their Wealth by Level.




(*) Magic bags carry anything the character owns as long as each individual item's size is at least two levels smaller than the character themselves (so, putting a life-size gold statue of a giant in your bag of holding is a no-go, but half a dozen life-size statuettes of a cat will work fine).

(**) The word you are now looking for is either "regardless" or "irrespective", but that is only if you do not have a perfectly balanced mind: if you do, then it's "irregardless" :P

(***) Dire bear. With levels in barbarian. And friends. You don't want to know what the friends have levels in.





// SIMPLIFIED FLANKING RULES //

Playing with character placement and flanking is fun when you are around a table with miniatures. On RPoL, it's a pain.

You are flanking if one of your allies is in melee with your target.


// SIMPLIFIED ADJACENCY RULES //


A character is always adjacent to all their allies, unless they explicitly stated they moved away from the group. Disengaging from combat moves a character away from their allies (use the "ranged attack" rules below to determine adjacencies).

Adjacency to enemies depends on your reach, as well as the enemy's.

Characters with normal reach:

- You are adjacent to one enemy you chose to melee-attack during your last turn (unless either of you moved afterwards). By extension, you are adjacent to any enemy who was adjacent to you on their last turn.

- You may attack or full-attack adjacent enemies. Attacking a non-adjacent enemy means you need to spend a move action.

Characters with extended reach:

- The enemy you chose to melee-attack during your last turn is within your reach, but not adjacent to you (unless you make them so somehow during or after your attack).

- All enemies who attacked or were attacked by an ally during their last turn are also within your reach.

- You may attack or full-attack all enemies *within your reach* without having to move.

- Attacking an adjacent enemy generally means you need to move. This can be done by using a five-foot step, if nothing is preventing you from taking one. If are able to attack both adjacent and non-adjacent enemies, you may of course attack adjacent enemies with the applicable abilities.

- Attacking any other enemy means you need to spend a move action.


Ranged attacks:

- All allies are considered to be within 10 ft. Enemies in melee with allies are considered to be within 30 ft. Enemies not in melee range of an ally are considered to be within 60 ft.


// HOMEBREW TRAITS //
2016-11-15

Race Traits

Linguistic Genius (Samsaran)

Words and letters say more to you than their writers ever intended.

Benefit: You gain a +1 trait bonus on Linguistics checks, and learn to speak and read one additional language from your list of racial languages. Linguistics is always a class skill for you.

Combat Traits

Steady Hand

Your long hours of practice have paid off. Your aim is steadier than
normal under adverse conditions.


Benefit: Whenever you have a ranged attack that suffers a negative penalty, whether from range, body position (prone target), cover (soft cover -4 attack), or other negative factors, you gain a +1 trait bonus to attack towards mitigating that penalty (to a minimum of -0).


// HOMEBREW FEATS //
2016-11-12

Intensive Training

You have trained long and hard to hone your abilities in one class.

Benefit: Choose a class you have levels in. Your effective level in that class, for any effects that require, or are based upon, your class level, is increased by two. This cannot raise your effective class level above your character level.

If the class you picked gives you a caster level, and the increase granted above did not already raise it (e.g., if you are a single class caster whose caster level is lower than their hit dice, such as a Paladin), then your caster level from that class is also increased by two. Again, this increase cannot cause your caster level to be higher than your hit dice.

Note: This increase does not unlock any new class features, nor does it add extra spells known, spells per day, or spell slots.

It does allow you to use your new class level when choosing, or retraining, an option for a class feature you unlocked.

For example, a third level Rogue with five or more hit dice could choose this feat, then retrain the Talent they gained at level two for one that would normally only be available at level five.

Conversely, a character with three hit dice and one level in Rogue could not use this feat to pick a Rogue Talent: the ability to choose Rogue Talents unlocks at level two, so they have not unlocked the Rogue Talent class feature yet.

Special: This can feat can be chosen multiple types, either for the same class or, in the case of multiclass characters, for different classes. Its effects stack as described above.


// HOMEBREW ITEMS //
2017-03-07

Crystallized Mana

Aura strong transmutation; CL 21
Slot none; Price Variable: see text; Weight -

Description

These small (or, sometimes, not so small) crystals are highly sought-after by spellcasters of all kinds, due to their unique properties.

Growing naturally in areas with high amounts of natural magic, crystallized mana has the unique ability to be used as a source of power when casting spells or using magic items.

When casting a spell, or using a spell-trigger or spell-completion item, the possessor of a chunk of crystallized mana can expend one charge from the stone instead of using up a spell slot or expending a charge from the item. This is part of the casting process and does not take an additional action. If the item uses multiple charges per activation, the required power can come from either the item or the crystal, not both.

Any other action that would cause a spellcaster to expend a spell slot can also be powered by expending a charge from a piece of crystallized mana instead.

Crystallized mana comes in varying degrees of purity, ranging from 0 to 10: each crystal can only be used to power spells of the same level or lower. Purity 10 crystallized mana is rare enough to be considered a legend, and supposedly allows spellcaster to cast metamagized spells that would normally simply be impossible to cast.

Crystallized mana is generally worth 40 gp per charge per level of purity squared (20 gp per charge for a 0 purity crystal, 40 for a level 1, 160 for a level 2, and so on), and when found it usually has 1d4 charges per level of purity. Purity 10 is an exception, and will fetch at least twice the normal price from any wizard.

This item is a natural stone and cannot be crafted.


// ADDITIONAL HOUSE RULES //

- Item crafting for cheap items: you may distribute your 1000 gp/day worth of magic item crafting among multiple items, as long as you can finish all of them in a single day. Cheap items that could normally be crafted in less than 8 hours, such as potions and scrolls, take as many hours to craft as the sum of their single crafting times. You cannot craft more than 1000 gp worth of items day if you are making multiple objects, and you cannot craft longer than the usual 8 hours per day. You may halve the time required to craft a single object by increasing its crafting DC by 5, but you cannot take 10 on your skill check if you do.

- Encounters will be few, CRs will be high. Characters are supposed to level up after each assignment, since I would like them to actually reach double digits before their players die of old age.

- Items such as the Hat of Disguise remain active until specifically deactivated. This rule is meant to remove a weird limitation of the Greater Hat of Disguise that would require characters to, essentially, reactivate their disguise every minute, making the item halfway useless.

- Anything with an effective Dexterity of 0 provokes attacks of opportunity on its turn. This rule is meant to resolve a conflict between the rules for AoOs (AoOs happen when a character lowers their defenses by taking an action that requires concentration + Spell-Like Abilities provoke AoOs) and the rules for the paralyzed condition (a paralyzed character can take purely mental actions, such as using a Spell-Like Ability). By RAW, a paralyzed character is able to take purely mental actions without provoking... Except for purely mental SLAs which would still provoke. Since it's physically impossible for a paralyzed character to lower their defenses, given that they don't have any. The logical conclusion is that using a SLA cannot possibly be any worse than being completely helpless, thus being immobilized must provoke AoOs.

SPECIAL RULES FOR WAYFINDERS

Special wayfinder powers are rolled the first time a stone of a certain type is slotted in a certain wayfinder; the power of that particular wayfinder with that particular type of stone is then discovered and permanently set.

If a roll would cause the stone to crack, it instead causes the wayfinder to assume the broken condition. A broken wayfinder loses its ability to slot an ioun stone. Once the wayfinder is repaired, a new roll can be attempted for that same kind of stone that caused it to assume the broken condition.

// HOMEBREW SPELLS //
2018-07-07


MINOR WISH

School universal; Level bard 5, cleric 6*, magus 5, psychic 5, sorcerer/wizard 5, warpriest 6*

Casting Time 1 standard action

Components V, S, M (diamond worth 200 gp)

Range see text

Target, Effect, Area see text

Duration see text

Saving Throw none, see text; Spell Resistance yes

A minor wish lets you create nearly any type of effect, although with limited power. For example, a minor wish can do any of the following things.

Duplicate any sorcerer/wizard spell of 4th level or lower, provided the spell does not belong to one of your opposition schools.
Duplicate any non-sorcerer/wizard spell of 3rd level or lower, provided the spell does not belong to one of your opposition schools.
Duplicate any sorcerer/wizard spell of 3rd level or lower, even if it belongs to one of your opposition schools.
Duplicate any non-sorcerer/wizard spell of 2nd level or lower, even if it belongs to one of your opposition schools.
Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –5 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 5th-level spell. When a limited wish spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component (in addition to the 200 gp diamond component for this spell).


* The divine classes listed can only memorize this spell in domain slots. If they don't have domain slots, they can only cast this spell once per day, by spontaneously sacrificing another prepared spell of the same level or higher.




- Please keep an eye on this section, additional decisions will be put here for future
reference.
This message was last edited by the GM at 08:56, Tue 25 Sept 2018.
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