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House Rules for Character Creation and Gameplay.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 3 posts
Roller of Dice
Giver of Trinkets
Sat 19 Nov 2016
at 22:05
  • msg #1

House Rules - Starter Perk

1. Players may choose TWO of the three following options when creating a new character.
  • A +1 minor magical weapon and the proficiency to use it, regardless of class. (Flaming burst, Icey, Acidic, Shocking burst, etc - Please consult DM for help on choosing. Standard D&D rule sets generally set these items at around +5, but for starting out we'll have them set lower for balancing purposes.)
  • Start character at level 2 instead of level 1
  • A +1 minor magic ring, or amulet, or item, or piece of armor (please consult DM with your ideal item for review. Standard D&D rule sets generally set these items at around +5, but for starting out we'll have them set lower for balancing purposes.)

This message was last edited by the GM at 02:42, Tue 22 Nov 2016.
Dungeon Master
GM, 4 posts
Roller of Dice
Giver of Trinkets
Sun 20 Nov 2016
at 19:01
  • msg #2

House Rules - Starter Gold

1. Players are free to spend a budget of 1000 gold on their starting equipment. Whatever is left over once you're satisfied does not get pocketed by your character. Calculate your actual starting "pocket" money by maxing out the higher of your two classes starter funds, and multiply by 2.

2. Starting equipment beyond mundane and common items will be submitted to GM via PM using the format:

     [item name] - [source material + page or web link] - [gold cost]
This message was last edited by the GM at 01:48, Mon 21 Nov 2016.
Dungeon Master
GM, 5 posts
Roller of Dice
Giver of Trinkets
Mon 21 Nov 2016
at 02:01
  • msg #3

House Rules - Taking 10s and 20s

Players are allowed to take the standard "take 10" in combat situation. Take 20 will not be an option for combat. When taking a combat 10, the player will add their combat bonus to the 10.

Example: Orodoth has a total of +4 to his attack rolls bonus. He takes 10 on his attack, and adds his +4, yielding a total of 14 for the attack roll.

Players are allowed to take the standard "take 20" on non-combat rolls where the player has a known skill and plenty of time to complete the action, without the risk of repercussions for failure. Examples of this are "taking 20 on a perception check while searching for a specific coin in a fountain", or "taking 20 on a Decipher Script check while pouring over a scroll in the comfort of a home or safe area". Instances where taking 20 isn't an option are periods where time is critical, there is inherent risk to the player for taking the action, or where the player has a naturally limited amount of attempts. Examples include "taking 20 on a stealth check to sneak past a heavily armed guard", or "taking 20 on a persuade check to grease a bouncer's palm to gain access to a den of thieves".

Players will NOT add their total skill modifier to a "take 20" roll, as in taking 20 is guaranteed success at the action and isn't necessary.
This message was last edited by the GM at 02:12, Mon 21 Nov 2016.
Dungeon Master
GM, 9 posts
Roller of Dice
Giver of Trinkets
Wed 23 Nov 2016
at 02:03
  • msg #4

House Rules - Colors, Posting, and Fudge the Numbers

Please select one color for your character's speech, and color all spoken words by your character(s) using that one color. Please place quotation marks around your speech. For example:

"The quick brown fox jumps over the lazy dog".

Please post your characters inner monologue (if you so choose to have one) using italics, using no color, and placing the thought in quotation marks. Also, please take care when posting inner thoughts, so as to not meta-game details to other players.
Example:

Orodoth looks down at the slain guard. "However he died, he didn't go down without a fight" he thinks to himself.

Please post all combat rolls and text using orange styled text. Please indicate what your rolls are for.
Example:

20:53, Today: Dungeon Master rolled 18 using 1d20+2. Chance to hit.
20:54, Today: Dungeon Master rolled 12 using 1d8+3. Damage with longsword


Once per episode, a player who makes a failure roll on any action whether combat or other, may elect to "fudge" the failed roll. Natural 1s still count as critical failures despite bonuses carrying the number over 1. The player will then be able to reroll the failure and use the new score. Please annotate when using a "fudge the numbers" roll using red text to state this option was taken, below the pasted rolls within your post.
Example:

20:55, Today: Orodoth rolled 3 using 1d20+2. Chance to hit.
Fudge the Numbers
20:58, Today: Orodoth rolled 18 using 1d20+2. Chance to hit.
20:59, Today: Orodoth rolled 7 using 1d8+3. Damage with longsword
This message was last edited by the GM at 01:06, Wed 08 Feb 2017.
Dungeon Master
GM, 135 posts
Roller of Dice
Giver of Trinkets
Fri 24 Mar 2017
at 02:48
  • msg #5

House Rules - Combat Extras

Provided the player meets the prerequisites, they may choose to take one of the feats listed below at anytime a new feat may be gained.

House Rules for Combat and Skills
Melee Combat Focus - Instead of taking 10, you may take 15 in melee combat attacks.
--Requires ABL Mod + BAB for Melee combat to be at least +5.
Ranged Combat Focus - Instead of taking 10, you may take 15 in ranged combat attacks.
--Requires ABL Mod + BAB for Ranged combat to be at least +5.
Improved Melee Combat Focus - Instead of taking 15, you may take 20 in melee combat attacks.  This allows you to roll critical chance automatically*.
--Requires ABL Mod + BAB for Melee combat to be at least +10.
--Requires Melee Combat Focus
Improved Ranged Combat Focus - Instead of taking 15, you may take 20 in ranged combat attacks.  This allows you to roll critical chance automatically*.
--Requires ABL Mod + BAB for Ranged combat to be at least +10.
--Requires Ranged Combat Focus

*Critical chance roll is as follows:
1-5 - no critical
6-10 - 1.5x damage
11-15 - 2x damage
16-20 - 2x damage + location roll for wound

Location Roll Results
1 - Head
2-3 - Hands
4-6 - Arms/Shoulders
7-10 - Chest
11-12 - Waist
13 - Vitals (and you know what I mean)
14-17 - Thighs/Shins/Calves
18-19 - Foot
20 - Reroll and choose +1/-1 to the roll.
This message was last updated by the GM at 20:01, Tue 09 May 2017.
Dungeon Master
GM, 175 posts
Roller of Dice
Giver of Trinkets
Tue 9 May 2017
at 20:00
  • msg #6

House Rules - Wands

Wands that are broken release any remaining charges they may have stored in them. This will be handled case by case.
This message was lightly edited by the GM at 20:00, Tue 09 May 2017.
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