House Rules

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drpete
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House Rules

#1 Post by drpete »

Rations : 1 item/day or 1 stone/week
Water: waterskin are 1 item empty, 1/2 stone full.  Need 2 skins of water/day.  May be packed or worn on belt or shoulder strap.
Alternatively, 1 days food & water is 1 stone, and empty skins for 1 days water compress down to 1 item.
Torches: 1 item/2 torches
Coins: 1 item/150 coins or 1 stone/1000 coins

Containers:
Backpack: up to 4 stone
Large sack: up to 6 stone, over shoulder
Small sack: up to 2 stone, tied to belt or spearhead
Pouch/purse: up to 1/2 stone, on belt or shoulder strap

Retrieving something from a container takes 1dX rounds, where X is the number of stone the container can carry
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#2 Post by drpete »

Healing proficiency takes 1 round when treating a mortal wound, 1 turn otherwise.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#3 Post by drpete »

Characters must pay an "upkeep" cost to represent their lifestyle costs, equivalent to the monthly or weekly fee for a henchman of their level.  For first level, this corresponds to 6-7 gp per week, which will provide simple food, lodging (sharing a private room in a reasonable inn with 1-2 others), maintenance of clothing, etc.  As you go up in level, the cost and the lifestyle amenities go up.  Your lifestyle largely determines how henchmen see you, and how people view you.  Also, generally security and sanitation improve with lifestyle.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#4 Post by drpete »

We'll use the reputation rules. For now, this means keeping track of what the most awesome things characters do each level, as stories about these exploits will get around.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#5 Post by drpete »

Mage characters are assumed to have mentors in Adamas, who they can visit to get new spells as they level. Adamas is the biggest city in the area, and Muntberg is a little podunk Village, so business will be much easier to conduct in Adamas.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#6 Post by drpete »

Wisdom bonuses/penalties apply to all saving throws.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#7 Post by drpete »

On gaining a level, choose one stat, and roll 3d6. If you can match or beat your chosen stat, increase it by one.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#8 Post by drpete »

Weather and exposure

Weather consists of a condition, precipitation, and wind.

Conditions, time active, time passive
Warm, unlimited, unlimited
Cool, unlimited, con x 2 hrs
Cold, con hrs, con/2 hrs
Freezing, con/2 hrs, con/4 hrs
Deathly, con/4 hrs, con/6 hrs
These represent the time you can operate under these conditions until taking damage, so a character with CON 7 will start to take damage after 3 1/2 hours active in freezing weather, or 1 hour 45 minutes inactive.

Rain will reduce the condition by one, as will high winds.
Being soaked will cause you to experience the weather as one category worse. You need a change of clothes and an hour by the fire.


Improvised shelter, fire, and heavy blankets will cause you to experience the weather as one category better, each.

Tents or wooden buildings improve conditions by two.

Stone buildings or caves improve conditions by three.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#9 Post by drpete »

Mapping/caving:

Characters with mapping proficiency can produce maps which are the equivalent of a typical d&d map. They are also able to use their proficiency to create the map "from memory" when they get a chance to rest on a successful throw.

Characers without the proficiency can produce "line and box" maps if they are otherwise literate. They cannot do this accurately from memory.

To draw a map while exploring, the mapper must be in good (not dim) light, and be holding the map (assume this takes 1 hand). The mapper must also be moving at or below his exploration movement rate.

With a map in hand, characters may use the map to travel at up to 5 times their exploration movement rate. They are subject to a -2 penalty to surprise when travelling at this speed.

Faster travel cannot use a map, but characters can travel faster with a character with caving leading the way. For each factor of 2 speed increment above 5x exploration rate, characters suffer an additional -1 surprise penalty.

Movement above the encounter rate requires characters to roll saving throws to avoid falling down at turns and doorways.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#10 Post by drpete »

Normal shields strap onto the arm. They require a round to remove or attach the straps, but they leave a hand free enough to hold something else... a torch, or a potion, or a spare weapon, etc.

Alternatively, characters may use bucklers, which may be picked up/dropped as a free action, but which require use the hand.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#11 Post by drpete »

Resting & Camping: (under devrlopment)

In dungeon environments, characters must rest for 10 minutes in every hour of exploring or suffer a -1 penalty to hit and damage rolls.

Travelling and dungeoneering for more than 8 hours in a day constitutes a "forced march". Characters must rest for a day to recover from this exhaustion.

Resting, for purposes of spell recovery, required a "long rest". A long rest is a period of extended downtime, about 8 hours long, during which you sleep or perform light activity: reading, talking, eating, or standing watch for no more than 2 hours of the rest period. If you take any strenuous action during a long rest, such as attacking, taking damage, or casting a spell, you must start the rest over.

For purposes of healing, this period of light activity and sleep must extend for a full 24 hours, after which characters can recover up to 1d3 hp. This recovery is built from three components: rest, comfort and good food. By default, rest for 24 hours provides 1 hp recovery. A good comfortable shelter (warm, dry and with a reasonably comfortable bed) will improve this to 1d2. This can generally be provided by a tent and blankets. Good, fresh food (cooked standard rations or cooked game/forage) will increase this from 1d2 to 1d3. Cooking takes an hour of light activity, and a fire. Optionally, good entertainment can substitute for one of these factors.

Being under a healers care grants an additional 1d3 hp recovery.

Bedrest is like regular rest, but the character really must remain in the bed the whole time. Actual sleep required is the greater of 8 hours and half of the duration of the bedrest. They may read, talk and eat during the periods when they are awake.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House Rules

#12 Post by drpete »

Hirelings and Henchmen

Salaries for mercenaries and hirelings are increased slightly, in order to correspond to even amounts per day for a 28 day month/7 day week. Light infantry men-at-arms would therefore want 7 gp/month for "regular" duty.

Mercenaries are serving you for money, and have no "personal loyalty" to you. Mercenary morale is a function of their training. They can be hired either for wilderness/camp duty or for dungeon exploration. (unlike in RAW, where they will not go into the dungeon)

Mercenaries hired in small numbers to operate in "wilderness" areas beyond civilization will want double the default rates. Thus, light infantry will want 14 gp/month, or 0.5 gp/day.

Mercenaries may be hired for dungeon exploration. They will want four times the default rates. Thus, light infantry will want 28 gp/month, or 1 gp/day.

Mercenaries who are provided with equipment that improves their safety (heavy armor, distance weapons) will accept reduced salary to pay for the gear.

Henchmen are followers who are like sidekicks. Their morale is based on their personal relationship with their employer. They will want a standard salary based on level, regardless of duty, along with a "1/6 share" of treasure and "1/2 share" xp. These shares are understood to come from the total party haul, rather than the individual employer of the henchman. For example, if a group of 4 PCs have 6 henchmen, and they got a haul of 1200 gp, they would generally expect a share of at least 40 gp each (1200/5 full shares/6), and each would get 86 xp (1200/7 full xp shares/2).

Henchmen will largely rely on you to supply them gear on top of this, though they would take useful things as part of their treasure split.

Henchman salaries:
Lvl 0: 0.5 gp/day or 3.5 gp/week (food, common room lodging)
Lvl 1: 1 gp/day or 7 gp/week (food, shared private room)
Lvl 2: 2 gp/day
Lvl 3: 4 gp/day
Lvl 4: 8 gp/day
Lvl 5: 15 gp/day
Lvl 6: 30 gp/day
Lvl 7: 60 gp/day
etc
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Posts: 4492
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Re: House Rules

#13 Post by drpete »

Living it Up: (Adamas)

To encourage you to make the most out of life, while in Adamas, money spent in pursuit of happiness can earn you "life experience"... For each gp spent in pursuit of happiness, the current character earns 1 xp.

Some ways to earn this include:

Living well... spending more than the required upkeep on living arrangements. Specify how and where you live.

Throwing parties

Looking for adventure, or love, or both (carousing)

Paying for entertainment

Gambling

Etc... so long as it has little practical benefit, and adds something. Let me know what you want to do and we'll figure it out.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: House Rules

#14 Post by drpete »

Firearms:

Two guns are available, an arquebus and a musket.

Arquebus: 30 gp (1 stone)
Musket: 40 gp (2 stone)
1d8 damage
Range: 50/100/200
5 points armor pen at short range (arquebus)
5 points armor pen at all ranges (musket)
Range penalties doubled
Base reload time: 4 rounds drilled, 5 rounds un drilled
(Characters with missile weapon damage bonus are drilled)
Modified by Dex mod & encumbrance (1 per category)
10% misfire chance, doubled for damp, quadrupled for wet
Can be used as staff (1d6)
Discharging a firearm causes a morale check for opponents w/ morale 0 of lower

1 lb gunpowder: 25 gp
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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