Difference between revisions of "House rules"

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=== Extra reading ===
'''Extra reading'''
* [[Hitpoints]] - Brief article about my thoughts behind rules regarding hit points.
* [[Damage and healing#Hit Points|Hit Points]] - My thoughts about traditional roleplaying Hit Points.
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<noinclude>



Revision as of 21:49, 28 September 2015

This is an overview of house rules used in the Coin & Blood campaign, and likely any campaign I'll be running in this world.

  • Flaws - Are ok. Almost all of them, but you have to check with me first.
  • Skill bonus - Every player get skill bonus, which is added on top of all other bonuses. It's to help cross-class use of skills as it's a skill-heavy world.
  • Damage Conversion (AC) - Armoured characters take less lethal damage, as in Unearthed Arcana with a small alteration.
  • Wounds - Mainly for RP, but also to make the world more gritty. It adds the need for characters to think of healing up between fights without increasing the chance of randomly dying way too much.
  • Death - Death, Shock and damage. Small alterations, primarily added Shock to go with serious wounds in order to increase interesting aspects of combat while trying to keep random death rates from spiking.
  • Damage and healing - Increased detail to go with wounds, primarily. There's now also an incentive to sleep comfortably.
    • Hitpoints - Brief article about my thoughts behind the healing/wound/shock/death rules.
  • Masterwork - Though there is a lack of magical weapons, there are artisan craftsmen and they can make non-magical items that packs a punch!
  • Magic - This is a low magic campaign setting, but players can still do magic, as can some powerful NPCs. To keep the intrigue, the concept of camofluaging spells and to clear evidence of spell casting have been added.
    • *ALL MAGIC IS DOUBLE COST*. That includes enhancements on items, scrolls, potions, services, ALL! It also means that the material cost in crafting magical items is double.
    • New Spells - Some to do with the above some to do with the world or with functions in it.
    • New Metamagic Feats - Mix, but primarily disguising spells etc.
    • Residue time and DC tables - Entirely to do with detecting cast spells.
  • Death Attack - Slight buff. Was meant to be a big overhaul to let everyone use it, but I ran out of patience and it's a hard nut to crack.
  • Flaws - http://www.roleplaynexus.com/flaws.html


Currently Used

Mind you, some bits may be outdated, so if anything is unclear: Ask.

  • Traits - Maximum 2.
  • Flaws - Maximum 2. Almost all of them are ok (including third party stuff), but you have to check with me first.
  • Damage Conversion (AC) - Armoured characters converts some lethal damage to nonlethal as in Unearthed Arcana (with a small fix).
  • Hero Points are introduced at lvl 3.
  • Damage and healing - Increased detail to go with wounds, primarily. There's now also an incentive to sleep comfortably.
  • ALL MAGIC IS x2 COST. That includes enhancements on items, scrolls, potions, services, ALL! It also means that the material cost in crafting magical items is higher.
  • Masterwork - Partly added to make up for a lack of magical weapons. These non-magical items packs a punch!
  • Environment - Rules for sleep deprivation and hunger/thirst.


Extra reading

  • Hit Points - My thoughts about traditional roleplaying Hit Points.


House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
DnD 5e
Pathfinder 2e
Pathfinder
DnD 3.5
Healing
Environment
Knowledge
Links


Character


Classes
Races
Feats


Specific


Healing
Fatigue
Hexploration
Travel
Starvation


Hero Points
Languages
Magic items
Item
Prices
Spells


New Concepts


Cryptography


Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork