House Rules: Per DM/GM

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GreyWolfVT
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House Rules: Per DM/GM

#1 Post by GreyWolfVT »

NOTE: Subject to change, the house rules can be updated, added to, and altered as we continue on. Some of the rules are "more like guidelines" in some sense to quote a certain pirates movie.
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Character Creation:

Alignments
Not allowed: Chaotic Evil
Allowed: Everything else (Lawful Good, Lawful Evil, Lawful Neutral, Neutral Good, Neutral Evil, True Neutral, Chaotic Good & Chaotic Neutral)

Station even though it is in the Al-Qadim handbook you do not need it as it is not going to be used in this campaign. There will be no need to worry about this during character creation.

Allowed Classes: Any class in the Al-Qadim Arabian Adventures handbook.
Allowed Races: Any race in the Al-Qadim Arabian Adventures handbook.

Not Allowed Races: if it is not in the Al-Qadim Arabian Adventures handbook then it will not be played.
Not Allowed Classes: if it is not in the Al-Qadim Arabian Adventures handbook then it will not be played.

HP (Hit Points): At level 1 everyone gets max plus any CON bonus then rolls for each level past level 1 and adds CON modifiers.

Starting Money: Roll as per the Al-Qadim Arabian Adventures handbook for your class. Any one that is a Dual-Class or Multi-Class will roll the starting money for the Highest level class or Primary Class they are.

NWP (Non-Weapon Proficiency): The non-weapon proficiency skills will be used not constantly but please select them they come in handy. In certain situations they can be applied to help get a task done or accomplish aid to the group.

XP Bonuses: (similar to how the PHB has it listed) Bonus XP will be given to Characters that use their NWP skills, or as per the usual for Warriors killing an enemy (defeating creatures). Wizards earn points for using their spells for specific purposes. (The wizard who walks into the woods and casts his spells for no reason doesn't gain experience points; the wizard who casts a lightning bolt at a beholder has used his spell for a purpose. He gains experience points.) Wizards also earn experience points for researching new spells and creating magical items. Priests can earn experience points for researching new spells and creating magical items. Priests can earn experience points by spreading their beliefs and using their powers in service of their deity. Rogues, who tend to have a larcenous streak, earn experience points by using their special abilities and finding or earning gold. A character can also earn experience for the player's actions, such as playing the game well. When a player does a good job creating and pretending to be his character, the DM may give the character experience points for good role-playing. If the player is really involved and takes a major part in the game, the DM can give the player's character extra experience points. If the player uses their head to come up with a really good idea, the DM can give the character experience points for his contribution. Finally, a character can earn experience points for successfully completing an adventure or achieving a goal the DM has set. Although a player may have a pretty good idea of what his character is supposed to accomplish , they won't know if they'll be awarded experience points for it until their character actually receives them. However, there is no rule that the DM must be consistent in these awards, or even that he must give a character anything at all.

Combat
Initiative: The DM will do a group init. One 1d10 roll for the PC's and the monsters on init. Each round gets a new init.

Critical Hits:
For players a natural roll of 19 or 20 will result in a critical hit. For NPCs and Monsters only a natural roll of a 20 is considered a critical hit. (Natural roll meaning before adding modifiers.) The following table will be used for critical hit and critical miss rolls. Crit Table: https://drive.google.com/drive/folders/ ... nBESTBqSUU
Players may roll their own results for all Critical Hit & Miss rolls from the table if they wish to.

Point Blank Ranged Attack: If you are using weapon specialization and from the AD&D 2e PHB if you specialize in a ranged weapon you have a new NWP called point blank shot. Point Blank is actually if you specialized in ranged weapons but it makes it so that you have a point blank range of 6-30 feet and gain a +2 to hit at point blank.

Resources (If Needed):
AD&D 2e PHB: https://drive.google.com/file/d/0B23wL3 ... sp=sharing
Al-Qadim Arabian Adventures Handbook: https://drive.google.com/file/d/0B23wL3 ... sp=sharing
Al-Qadim Land of Fate: https://drive.google.com/file/d/0B23wL3 ... sp=sharing
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: House Rules: Per DM/GM

#2 Post by GreyWolfVT »

Character Death:
Character death does not come at 0 HP a character will not die unless they reach -10 HP or more. A character healed when at a negative HP count will be healed to 0 unless the heal would be more than enough to bring them to 0 HP then the healing will heal the indicated HP to the character. A character brought to 0 HP will be unconscious and will loose 1 HP per round in combat unless another character administers a healing method to the character (Spell, potion, magical items that can heal, or a NWP such as First Aid) this will stop the character from bleeding out. Generally speaking some monsters that are attacking generally I will have focus on a new target if the original character targeted is made unconscious from the battle.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Posts: 32929
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Re: House Rules: Per DM/GM

#3 Post by GreyWolfVT »

Tips for Posting:

Out of Character: use the ooc button or type [ ooc ] your message here [ /ooc ] (with out the spaces) out of character

Dialog: use the dialog button or type [ dialog ] your message here [ /dialog ] (with out the spaces) "I am talking!"

Character Name: please put your character name in bold using the B button or type [ b ] [ /b ] (without spaces) DM

I do not require character class or anything additional but feel free to put that in if you so wish to.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Posts: 32929
Joined: Wed Oct 30, 2013 10:02 pm
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Re: House Rules: Per DM/GM

#4 Post by GreyWolfVT »

Steeds:
The normal steeds are allowed and smaller races may ride War or Guard dogs, or large pigs (boars), and large cats if you can tame them such as lions, tigers, panthers and so forth. Might also entertain the idea of large birds as well such as ostrich or emu.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Posts: 32929
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Re: House Rules: Per DM/GM

#5 Post by GreyWolfVT »

Surprise Roll/Check
Not a house rule just copied from the AD&D 2e Revised PHB

Sometimes an encounter, either random or planned by the DM, catches one of the two groups involved totally off guard. This is called surprise and is determined by rolling 1d10 for each side (or only one side if the DM has decided that one of the sides cannot be surprised, for some reason). If the die roll is a 1, 2, or 3, that group or character is surprised. Naturally, surprise does not happen all the time. There are many easy and intelligent ways it can be prevented. The most obvious is if the player character can see those they are about to encounter well before getting close.

Effects of Surprise:

Characters and monsters that are surprised all suffer the same penalty. They are caught off guard and thus cannot react quickly. The surprising group receives one round of attacks with melee, missile, or magical items. They cannot use these moments of surprise to cast spells. A ranger on the unsurprised side could fire his long bow twice (two attacks per round) before his opponents could even hope to react. A fighter able to attack twice per round could attempt both hits before any initiative dice are rolled. A wizard could unleash a bolt from his wand of lightning before the enemy knew he was there. Of course, what applies to player characters also applies to monsters, so that the leopard in the earlier example could claw and bite before the characters even knew what was happening.

The second effect of surprise is that the surprised characters lose all AC bonuses for high Dexterity during that instant of surprise. The surprised characters are dumbfounded by the attack. Instead of ducking and countering, they're just standing there rather flatfooted (maybe even with dumb expressions on their faces). Since they don't grasp the situation, they cannot avoid the hazards and dangers very well. Surprise can also be used to avoid an encounter. Unsurprised characters can attempt to flee from a surprised
group before the other group reacts. Of course, this is not always successful, since escape is greatly dependent upon the movement rates of the different creatures.

If both groups manage to surprise each other, the effects of surprise are cancelled. For example, Rath runs around the corner straight into some lounging guardsmen. Taken by surprise, he stops sudden and frantically looks for someplace else to run. The guardsmen in turn look up rather stupidly, trying to figure out why this dwarf just raced around the corner. The surprise passes. Rath spots another alley and the guards decide that since he's running, Rath must be a criminal. Initiative rolls are now made to see who acts first.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

User avatar
GreyWolfVT
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Posts: 32929
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Re: House Rules: Per DM/GM

#6 Post by GreyWolfVT »

Unearthed Arcana Revised Information/Skills
I'll allow UA revisions here is the information for Rangers: https://media.wizards.com/2016/dnd/down ... Ranger.pdf
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Posts: 32929
Joined: Wed Oct 30, 2013 10:02 pm
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Re: House Rules: Per DM/GM

#7 Post by GreyWolfVT »

Punching & Wrestling Attacks: as stated in the PHB for 2e.
Punch: This is the type of blow landed. In game terms, the type of blow has little effect but using the names adds spice to the battle and makes the DM's job of describing the action easier. Damage: Barehanded attacks cause only 1 or 2 points of damage.
Table:
punching & wrestling.JPG
punching & wrestling.JPG (46.76 KiB) Viewed 9962 times
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

User avatar
GreyWolfVT
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Posts: 32929
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Re: House Rules: Per DM/GM

#8 Post by GreyWolfVT »

Grappling/Overbearing: as stated btb

To overbear an opponent, a normal attack roll is made. For every level of size difference (1 if a Large attacker takes on a Medium defender, for example), the attack roll is modified by 4 (+4 if the attacker is larger; -4 if the defender is larger). The defender also gains a benefit if it has more than two two. There is no penalty to the defender if it has no legs. A lone orc attempting to pull down a horse and rider would have at least a -8 penalty applied to the attack roll (4 for size and -4 for the horse's four legs). If the attack succeeds, the opponent is pulled down. A character can be pinned if further successful overbearing attacks are rolled each round. For pinning purposes, do not use the me modifier to combat (from Table 51).
battle modifiers.JPG
battle modifiers.JPG (35.15 KiB) Viewed 9940 times
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

User avatar
GreyWolfVT
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Posts: 32929
Joined: Wed Oct 30, 2013 10:02 pm
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Re: House Rules: Per DM/GM

#9 Post by GreyWolfVT »

Shield Punch "Bashing": btb from Player's Option: Combat & Tactics

Shield-Punch Any character equipped with a shield can choose to forego its protection and gain an extra attack known as
a shield-punch. The shield-punch is treated as a normal, secondary weapon attack; the primary weapon suffers a - 2 penalty to attack rolls that round and the shield-punch attack is rolled with a - 4 penalty. A character may use his reaction adjustment due to a high Dexterity score to offset these penalties. Alternatively, the character can substitute his normal attack for a shield punch, with no penalties. The exact characteristics (i.e., damage and speed) of each type of shield are noted in Chapter Seven. If the character is trying a shield-punch, he must announce his intention while declaring his combat action and forfeits the defensive benefit of the shield for the round. The character moves into the square of his opponent on his base initiative, then executes the shield punch and backs out into his own square again on the following initiative phase.

Looking through chapter 7 no actual damage was listed for shields just descriptions, AC adjustments, weight, # of opponents, size and costs

I am going to rule that a shield does the same damage as a club. 1d6 S/M & 1d3 Lrg.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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