House Rules
Spell Components
Spell Components
Barring an unforeseen incident (e.g. damaged, lost), all spell casters are assumed to have an unlimited supply of any common or inexpensive material spell components. In the event new components are ever needed, we will resolve on a case-by-case basis.
Barring an unforeseen incident (e.g. damaged, lost), all spell casters are assumed to have an unlimited supply of any common or inexpensive material spell components. In the event new components are ever needed, we will resolve on a case-by-case basis.
-- Games --
- DM: In Development
Skill Checks
Skill Checks
The DM makes all rolls to determine the result of the following attempts:
Find/Remove Traps
Move Silently
Hide in Shadows
The DM makes all rolls to determine the result of the following attempts:
Find/Remove Traps
Move Silently
Hide in Shadows
-- Games --
- DM: In Development
Initiative
Initiative
The DM will make all initiative rolls in this game, and only after all player actions have already been declared.
There will be two methods of determining initiative in this game:
1. Group (with Individual modifiers)
2. Individual (with Individual modifiers)
Initiative Modifiers
While there are other modifiers that will be in play, the two primary modifiers that players need to be aware of are the following:
1. Attacking With Weapon = Weapon Speed
2. Casting a Spell = Casting Time
If attempting any situation not listed above, the DM will advise the player what their initiative modifier will be for that action.
The DM will make all initiative rolls in this game, and only after all player actions have already been declared.
There will be two methods of determining initiative in this game:
1. Group (with Individual modifiers)
2. Individual (with Individual modifiers)
Initiative Modifiers
While there are other modifiers that will be in play, the two primary modifiers that players need to be aware of are the following:
1. Attacking With Weapon = Weapon Speed
2. Casting a Spell = Casting Time
If attempting any situation not listed above, the DM will advise the player what their initiative modifier will be for that action.
-- Games --
- DM: In Development
Weapon Type vs. Armor Modifiers
Weapon Type vs. Armor Modifiers
While I like this rule in theory, these modifiers will not be used in this game.
While I like this rule in theory, these modifiers will not be used in this game.
-- Games --
- DM: In Development
Expended Missiles
Expended Missiles
Any projectile that has been fired is considered broken or lost and cannot be recovered.
Any projectile that has been fired is considered broken or lost and cannot be recovered.
-- Games --
- DM: In Development
Natural 20's (and 1's)
Natural 20's (and 1's)
Note that critical hits and misses apply to both player characters and monsters alike.
Critical Hit
On a roll of a natural 20, the attacking character will:
(1) Receive 20 unmodified experience points
(2) Roll a second damage die (not double damage).
For instance, hitting critically with a long sword will result in 2-16 points of damage ([1d8]+[1d8]).
Critical Miss
This only applies in melee combat; a natural 1 on a ranged attack is just a bad miss.
A roll of a natural 1 will allow the target of the missed attack a single free counter-attack, typically with their primary weapon. In all cases, logic will dictate the situation. This free attack is in addition to any attacks the counter attacker may have (or have had) that round.
For example, a single orc is actively engaged in melee with two PCs. If PC #1 is attacking the orc and rolls a natural 1, the orc will get a single free attack against PC #1. If PC #2 rolls a natural 1 when attempting to hit the orc, the orc will get a free attack against PC #2. If the orc rolls a natural 1, whichever PC the orc was targeting with the missed attack will get a single free attack against the orc (not both PCs).
Note that critical hits and misses apply to both player characters and monsters alike.
Critical Hit
On a roll of a natural 20, the attacking character will:
(1) Receive 20 unmodified experience points
(2) Roll a second damage die (not double damage).
For instance, hitting critically with a long sword will result in 2-16 points of damage ([1d8]+[1d8]).
Critical Miss
This only applies in melee combat; a natural 1 on a ranged attack is just a bad miss.
A roll of a natural 1 will allow the target of the missed attack a single free counter-attack, typically with their primary weapon. In all cases, logic will dictate the situation. This free attack is in addition to any attacks the counter attacker may have (or have had) that round.
For example, a single orc is actively engaged in melee with two PCs. If PC #1 is attacking the orc and rolls a natural 1, the orc will get a single free attack against PC #1. If PC #2 rolls a natural 1 when attempting to hit the orc, the orc will get a free attack against PC #2. If the orc rolls a natural 1, whichever PC the orc was targeting with the missed attack will get a single free attack against the orc (not both PCs).
-- Games --
- DM: In Development
Finesse Weapons
Finesse Weapons
A character using a 'finesse' weapon is able to substitute the 'Missile Attack Adjustment' from their dexterity ability score in place of their normal 'Hit Probability' modifier from their strength ability score (the 'Damage Adjustment' from their 'Strength' ability score is still used for any damage rolls).
Weapons Which Qualify as Finesse
Any melee weapon with a speed factor of 4 or less.
Axe, Hand
Club
Dagger
Knife
Mace, Light
Quarterstaff
Sickle
Short sword
Warhammer
Class Restrictions
None. Any class may take advantage of this 'finesse' skill.
Armor Restrictions
Only character's wearing armor weighing 30 pounds or less may gain benefits from weapon finesse skills:
Unarmored
Hide
Leather
Padded
Ring
Studded Leather
Shield Restrictions
Weapon finesses skills may not be used in conjunction with a medium or large shield; small, bucker or no shield only.
A character using a 'finesse' weapon is able to substitute the 'Missile Attack Adjustment' from their dexterity ability score in place of their normal 'Hit Probability' modifier from their strength ability score (the 'Damage Adjustment' from their 'Strength' ability score is still used for any damage rolls).
Weapons Which Qualify as Finesse
Any melee weapon with a speed factor of 4 or less.
Axe, Hand
Club
Dagger
Knife
Mace, Light
Quarterstaff
Sickle
Short sword
Warhammer
Class Restrictions
None. Any class may take advantage of this 'finesse' skill.
Armor Restrictions
Only character's wearing armor weighing 30 pounds or less may gain benefits from weapon finesse skills:
Unarmored
Hide
Leather
Padded
Ring
Studded Leather
Shield Restrictions
Weapon finesses skills may not be used in conjunction with a medium or large shield; small, bucker or no shield only.
-- Games --
- DM: In Development
Opponent Size
Opponent Size
The damage differences depending upon the size of the opponent will not be used in this game; the 'S-M' damage values listed for each weapon will be used against all creatures.
The damage differences depending upon the size of the opponent will not be used in this game; the 'S-M' damage values listed for each weapon will be used against all creatures.
-- Games --
- DM: In Development
Torch as a Weapon
Torch as a Weapon
A torch used as a weapon will do 1d3 damage, or 1d3+1 if lit. A lit torch used as a weapon that misses by more than 5 will become extinguished.
A torch used as a weapon will do 1d3 damage, or 1d3+1 if lit. A lit torch used as a weapon that misses by more than 5 will become extinguished.
-- Games --
- DM: In Development
Invisibility and Attacking
Unless in an extremely unique situation which will be spelled out beforehand (or at the same time), an invisible creature (including a PC) will reveal themselves if they attack.dmw71 wrote:While we're playing a fantasy game, I do attempt to adjudicate based on logic/reason and realism, while also keeping the mechanics of the game in mind.
Notes:
- This includes spells such as 'invisibility to animals' or 'invisibility to undead'. See here for details:
- A creature (e.g. imp) with the at-will ability to render itself invisible will still become if it attacks. It, naturally, will be able to turn itself invisible again, but not until its next action. For example, an invisible imp that attacks will become visible from the time it attacks until the next time it is able to make its next action (e.g. from its slot in the initiative order in the attacking round until its slot in the initiative order in the following round). Obviously, during the time a creature is visible, it can be attacked without penalty.
- Infravision will break invisibility. See here for details:
- Discussion: Invisible Monsters and Attacking (2E)
-- Games --
- DM: In Development