House Rules

Sometimes the rules in our games are very flexible, allowing for great character moments one session and a long discussion out of game the next trying to figure out why rules are the way they are. The house rules will attempt to eradicate some of the wasted time during our game spent figuring stuff out.

To this end, a couple of things have been decided on. Players cannot go to the SRD and just choose anything they want willy-nilly.

Exceptions

  • there are exceptions to every rule. if a player has an idea that you want to see come alive but does not follow the guidelines presented here, talk with the GM. there’s the possibility of coming to a solution if there is a strong desire to do something unique

A Simpler D&D

  • only the Core Rulebook and Advanced Player’s Guide are currently allowed for character creation and rules. do not reference other books except for rules clarification. if only using the SRD you must make sure any feats, abilities, etc. gained are only with those two books. for reference with the SRD

Action Point System

Armor Class

  • meet or beat

Banned Rules

  • feat – Leadership

Characters

  • only core races are allowed
  • core and base classes are allowed
  • all classes get the Perception skill as a class skill
  • character sheets must be through Obsidian
  • absolutely no restructuring of your character without following the rules found in the Core Rulebook

Cheating

  • if a player is caught cheating, appropriate action will be taken.
  • cheating includes looking up stats of monsters, changing the build on your character, lying about what you purchase/have on your character in terms of equipment and gold, taking feats or other abilities that you are not qualified for, fudging your rolls, and plenty of other things. you know cheating is immoral, and if you are here to bend the rules to make sure you “win” then you may be playing the wrong game.

Distractions

  • if a player misses a check because of a distraction it is treated as if the player rolled a natural 1 (pending circumstances)

Drowning

  • any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. after this period of time, the character must make a DC 20 Constitution check every round in order to continue holding her breath. each round, the DC increases by 1. (remember, Ability checks now use your Ability Score rather than your Ability mod)
  • when the character finally fails her Constitution check, she begins to drown. she receives one round to recover, the DC increasing by one. if she fails to recover after one round, in the second round she falls unconscious. in the following round, she drops to 0 hit points, and in the fourth she drops to –1 hit points and is dying. in the fifth round, she drowns.

Experience

  • this campaign will be run without experience points and will instead adopt the milestone leveling system.

Fumbles

  • if you roll a natural 1 on an attack, roll another attack. if you do not beat the enemy’s AC, you critically fumble

Health Points

  • max at 1st level;
  • try not to share your character’s HP with other players

Magic

  • a gold amount equal to 1.2x the cost of material components can be used in place of material components for spells that require such.
  • 0 – level spells, or cantrips, are no longer infinite. much like D&D 3.5, cantrips can only be cast a set amount per day as listed here

One Minute Rule

  • if we cannot find how something works in a minute’s time, the GM will make a ruling for the session to prevent delays.

Resurrections

  • there are no resurrections in this campaign.

Skill Checks vs Other Players

  • all skills can be used against another player if applicable. for example, player A wants to hide from player B, so that will be a A’s Stealth check versus B’s Perception check.
  • likewise, diplomatic checks can now be used against other players. Bluff versus Sense Motive and other combinations will now work against a player character. this will work as a combination of what was said, what the player has shown the GM of the character, and each character’s alignment. if either character is acting outside of their alignment, it will sway the direction of the overall check by giving bonuses.
  • by doing this, it will reward players who build a more charismatic character by showcasing their abilities against the other player characters much like a fighter or intelligence-based character would. it should also break a little bit of the meta-game while also pushing players out of their comfort zones by making them role-play a scenario where the player knows the character is missing something or is wrong.
  • to ensure you receive the greatest bonus versus checks like that, you must role-play your character well so that the GM can adequately set a DC

Threat Range & Crits

  • sometimes your threat range is greater than 20. that is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. any attack roll that doesn’t result in a hit is not a threat

House Rules

Ascension Zassimick Zassimick