House rules
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This is an overview of house rules used in the Hökaland campaign.
Currently Used
- Traits - Maximum 2.
- Drawbacks - Maximum 1. Gives a Trait.
- Flaws - Maximum 2. Almost all of them are ok (including third party stuff), but you have to check with me first. That link is just one (good) example.
- 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.
If Anything is Unclear
- Ask
Other, Unused or WIP
- Skill bonus - Primarily needed for 3.5. Not used: Will probably not be revived.
- 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. Not used: May be polished and added.
- Death - Death, Shock and damage. Not used: Will probably not be revived.
- Magic - In this low magic campaign setting, some magical features are unique. Some used: Will be polished and added.
- New Spells - Some to do with the above some to do with the world or with functions in it. Mostly used: Rest will be polished and added.
- Residue time and DC tables - Entirely to do with detecting cast spells. Not used: Will be polished and added.
- Feats - Magic and others. Mostly used: Rest will be polished and added.
- Death Attack - Attempt to make it better. Not used: Will probably not be revived.