House Rules

Post Reply
Message
Author
User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

House Rules

#1 Post by thirdkingdom »

1)Skills and Thieves. At first level thief characters can use skill slots to purchase skills to improve their thief abilities. Each ability translates to a single skill, each ability can only be improved once, and each improvement adds +5% to the chance of success. Therefore, a thief could purchase the Detect Traps skill which would add 5% to his chance. He can only purchase this skill once.

2.Cost of Living. Each character has a cost of living expense, payable at the first of each game month, that covers all incidental costs, such as lodging, food, and other minor expenses. At 1st-3rd level this is equal to 50 gp/month. All characters begin play having already paid one month's cost of living expense, in addition to any starting gold they may have.

3.Henchmen, hirelings, and retainers. I divide these into three categories. Retainers are people hired for a specific purpose. A sage, for instance, hired to research something. Costs for retainers are given on page 121 of the Dark Dungeons rulebook. Mercenaries are also considered to be retainers (their costs are given on page 120). Neither type of retainer will venture into a dungeon.

Hirelings are hired for specific jobs, including dungeon crawling. Their costs are given on page 119. Hirelings are paid for in a lump sum and receive no share of the party treasure. They do, however, recieve a share of XP for any monsters slain. Charisma modifiers do not modify a hirelings morale score. Hirelings can be employed by the party as a whole, as opposed to a single player.

Henchmen are indivduals employed by and loyal to a single PC. They receive XP from monsters defeated as well as share of the treasure. I have found that 25% of one treasure share is a good amount. It is typical to pay a henchman some salary (perhaps 50 gp/month, which is also considered to be cost of living) and outfit them, at least to start, as needed for adventuring. Henchman have a morale score and count towards the number of henchmen a PC may have (based on Charisma).

Recruiting henchmen and finding plot hooks are best done in taverns and inns. In both cases, spreading a little gold around drastically increases both the quality and number found. At levels 1-3, between 10 and 50 gold is a good amount to spend. You will still get hooks and henchmen if you don't spend any gold, but the cash ensures a better quality.

4.Alignment. I prefer PCs to be of Neutral alignment, although there are exceptions. I view Lawful and Chaotic to be extremes on both ends of the spectrum. However, if you want to go ahead and play an extreme do it. Just know that the vast majority of people in the world are Neutral in outlook.

User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#2 Post by thirdkingdom »

5)Mapping. Players that map gain a 5% XP bonus, on top of any bonus from ability scores. The mapping must be continued throughout an adventure to count. I do not map dungeons for players, although I will provide overland hex maps if needed.

User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#3 Post by thirdkingdom »

6)XP Reserve. I often use the rule for XP reserve from the ACKS system, and am willing to do so here. Essentially, 90% of the gold you spend on extraneous, non-game related stuff goes into an XP reserve that can be used if your current PC dies. Examples of such expenditures are donating money to a church or civic organization and getting nothing in return, commisioning a statue to commemorating a heroic deed you accomplished, paying for a town-wide festival, etc. Let's say you just defeated the witch king and spend 10,000 gold to have a statue made of Crom the PC fighter standing over the body of the witch-king. Crom would have an XP reserve of 9,000 XP (90% of 10,000). In the future, if Crom dies, the player could create a new character that starts with 9,000 XP.

User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#4 Post by thirdkingdom »

Weapon Feats

Page 145 of the Dark Dungeons rulebook gives the rules for becoming more proficient with a given weapon. As it stands now, it takes two weeks of practice in order to move from Basic to Skilled proficiency.

We will be using a system similar to the one I devised for the spell study. The chart below gives the varying degrees of Weapon Mastery, the amount of time needed to train to progress to the next level, the base chance of success to do so, and the time interval past the base time required. Read the charact so that the minimum time required is to attain the next level of mastery. Therefore, it takes 8 hours at minimum to go from Unskilled to Basic proficiency. After 8 hours of practice there is a base 30% chance the character achieves Basic proficiency. Note that this base chance assumes the character is practicing alone. If the character is practicing with at least one other person -- using the same weapon -- and both have the same level of proficiency add 10% to each character's chance. If they are unequal add 5% to the chance the more skilled character is successful and 15% to the chance of the less skilled character.

As with spell study, the more you practice past the minimum time the greater your chance of success. This is what the Interval refers to, and each interval adds 5% to the chance. Therefore, for every hour the unskilled person studies past 8 she has an extra 5% chance. Likewise, for every 5 hours past 96 hours the Master studies he gains an additional 5%. Also, as with spell study, each PC can practice for two hours per day while adventuring, and a maximum of 8 hours per day during downtime.

Example 1: Character A is unskilled using a short sword, while Character B has Basic proficiency. Character B is instructing Character A. After 8 hours of practice, Character A has a 45% chance of advancing to Basic proficiency. The chance is rolled and failed, so character A studies with character B an additional hour, increasing the chance by 5% for each hour past 8 studied. The chance is rolled for each hour, as well, stopping once success is achieved.

Example 2: Character A and character B are adventuring comrades, and spar with each other on a nightly basis for two hours. Both have Basic proficiency in the same weapon. After 16 hours (or 8 days) of training, each has a chance to become Skilled. Both have a base chance of 25% plus 10% for practicing with someone. For every additional two hours they practice they each gain 5% to their chances. Note that two rolls are made; one for each PC.
Weapon Mastery.ods
(12.11 KiB) Downloaded 77 times
EDIT: One chan only begin to train once one is capable of getting a new weapon Feat. In other words, you could not start training at first or second level in order to have the requisite amount of time the instant third level is attained; one must begin training at third level.

User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#5 Post by thirdkingdom »

I want to clarify one thing regarding weapon training/spell study. As soon as a character studies for the minimum amount of time I roll the chance of success. After each time interval past that first roll I make a second roll against an increased chance of success.


Let's say Drudsa is trying to learn a new first level spell, studying two hours per night. After the fourth night -- 8 hours of cumulative study -- he has a 25% chance of success. I roll, and it is not a success, so he must continue to study. After two more hours (1 night) I make another roll, this time with a 30% chance of success. And so on, with Drudsa studying in some amount of two hour increments -- each increment adding 5% -- until it is successful.

So, success is pretty much guaranteed, but I have decided to add a rule that if at any point (and this applies only to spell study and not weapon practice) a 00 is rolled the caster is unable to learn the spell.

User avatar
frobozz
Ranger Knight
Ranger Knight
Posts: 1361
Joined: Sun Feb 03, 2013 4:54 pm

Re: House Rules

#6 Post by frobozz »

Spell Learning / Spell Scribing

To scribe a spell, it costs 75 gp per level of the spell to add it to your spellbook. A 2nd level spell, therefore, would cost 150 gp to add. This assumes there's a goodly amount of expensive inks, rare quills, and material components. Please note that scribing a spell into your spellbook is the same as learning a spell, which must occur before one can actually memorize a spell. With the system we are using, you are essentially guaranteed to be able to learn any spell; the only question is how long it takes to learn (exception: If a "00" is rolled at any time during the learning process, the spell cannot be learned). Therefore, one can add new spells from either a scroll or spellbook, following the same general rules for learning a spell. Note that the process of scribing a spell from a scroll uses up the magic in the scroll. When scribing a spell from another spellbook, the spell remains in the original spellbook. However, one cannot cast a spell directly from a spellbook like one can with a scroll.

It takes a minimum of 8 hours of study (for a first level spell) before one even has a chance of learning a new spell. While adventuring or travelling, the most amount of time anyone can spend studying a spell is 2 hours per day. This assumes that the character studies for 2 hours either in the morning or at night. The maximum amount of time anyone can spend studying a spell in a single day is 8 hours per day. This assumes that the character spends the entire day studying.
Attachments
Spell Study.pdf
(55.92 KiB) Downloaded 59 times
Last edited by frobozz on Sun Apr 14, 2013 5:21 pm, edited 3 times in total.
Lanny - Level 3 Elf - In Search of Adventure

User avatar
frobozz
Ranger Knight
Ranger Knight
Posts: 1361
Joined: Sun Feb 03, 2013 4:54 pm

Re: House Rules

#7 Post by frobozz »

Lifesavers #1: Dying & Death

"When a character runs out of hit points, they fall unconscious and can take no more actions. At the end of the round in which they fell unconscious, the character must make a Saving Throw vs. Death Ray in order to stay alive. If the saving throw fails, the character dies. The saving throw must be repeated at the end of each subsequent round until either the character dies or they either have their wounds tended by a character who successfully uses the First Aid skill on them or are given magical healing. However, each saving throw after the first one gets a cumulative -1 penalty."

Source: DD Rulebook, page 141
It would be wise to have at least one person in the party who does NOT declare any actions during a battle, so that they are free to tend to a fallen party member on the same round that they fall unconscious (so as to try to avoid having to make the first Saving Throw vs. Death Ray). I would nominate Semele for that role, to be something of a "battlefield nurse" to administer first aid in case Marodin or Drudsa have already acted in that round. Of course, someone else may need to provide cover for Semele in those situations.
Last edited by frobozz on Sun Apr 07, 2013 1:29 am, edited 1 time in total.
Lanny - Level 3 Elf - In Search of Adventure

User avatar
frobozz
Ranger Knight
Ranger Knight
Posts: 1361
Joined: Sun Feb 03, 2013 4:54 pm

Re: House Rules

#8 Post by frobozz »

Lifesavers #2: Shields Shall Be Splintered

"If a shield bearing character is hit for damage, he can choose to have his shield absorb the damage, shattering it in the process. Magical shields would lose one "plus" per use, until becoming non-magical. Shields could also be used to automatically save for half damage against attacks that allow such a thing.

Rowan shields have an added bonus under the Shields Shall Be Splintered rule. Whenever the bearer of such a shield is the target of magic, or within 5' of the area of a spell's effect, the rowan wood will vibrate. If the bearer is wearing the shield on the arm or carrying it in hand, this vibration is impossible to miss. In addition, a rowan shield may be sacrificed as per the rules of Shields Shall Be Splintered to block any spell (of 4th level or less) that targets the bearer, regardless if it causes damage or not.

Sources: OOC page 15 and IC II page 1
Last edited by frobozz on Sun Jan 26, 2014 9:24 pm, edited 1 time in total.
Lanny - Level 3 Elf - In Search of Adventure

User avatar
frobozz
Ranger Knight
Ranger Knight
Posts: 1361
Joined: Sun Feb 03, 2013 4:54 pm

Re: House Rules

#9 Post by frobozz »

Surprise

Standard chance of surprise: 1-2 on 1d6 (for both party and monsters)

Simply knowing or suspecting a threat is present does not automatically eliminate the chance of surprise, but it might reduce it. Other ways to possibly decrease the chance of being surprised (or increase the chance of surprising the enemy):

1. Scouting ahead undetected and then reporting back to the party.
2. Listening for noises.
3. Reducing or eliminating sources of light when moving into areas of darkness.
4. Laying an ambush or charging an enemy from an undetected location.

Initiative

Dark Dungeons Rulebook, Page 132, states the following modifiers to initiative rolls:

►A player who declared a statement of
intent before the monsters did gets
+1.
►A player who waited to see what the
monsters were doing before declaring
a statement of intent gets a –1.
►Halflings get +1.
►All characters add their Dexterity
Initiative Modifier to the initiative
roll.
►Some spells (e.g. Statue) give bonuses
or penalties to the initiative roll.
►Some monsters get a bonus or penalty
to their initiative roll.

Unless you specifically state your character will wait to find out what an opponent does, I have been applying the +1 (from the first point) to everyone's initiative. Spellcasters: Casting a spell with a delayed affect, in advance of going into combat, does not give any bonuses to a spellcaster's initiative roll when applying the effect, BUT it does avert the possibility of the spell being ruined while being cast.
Lanny - Level 3 Elf - In Search of Adventure

User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#10 Post by thirdkingdom »

I've finally got a couple of minutes to address what I want to do with the First Aid skill.

First Aid

1)Characters with the First Aid skill can perform the skill on themselves, but with a +2 penalty to the roll.
2)The skill roll must be made within one round of the last round of combat.
3)The skill roll is made per combat, regardless of the number of individual wounds received. For instance, let's say a character suffers a total of 8 points of damage from three discrete blows in a combat -- one blow for 2 hp, two blows for 3 hp each. The First Aid roll is only made once, and the total is applied to the total damage suffered.
4)A character cannot be completely healed using First Aid. They will always be left with one point of damage. Therefore, if a character suffers 3 hp damage and the die result is a 3, she will only regain 2 hp.
5)A character without a first aid kit suffers a +5 penalty to the check. First aid kits consist of bandages, a needle and thread and various foul smelling salves and unguents. Each "kit" is used to treat one wound. A kit costs 1 gp and weighs 15 cn.
6)It takes one minute (6 rounds) to use this skill. Only one character may be treated at a time.

User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#11 Post by thirdkingdom »

Oil flasks can be lit and then thrown as missile attacks. When resolving the results of a thrown flask of oil:

»» A direct hit occurs if the attacker’s modified attack throw is sufficient to hit the target. A direct hit with oil deals 1d6 points of damage to the target for two rounds, after which the oil has burned out and trickled off the target. A direct hit also deals splash damage (see below).

»» A splash occurs if the attacker’s modified attack throw is sufficient to hit the target, ignoring the target’s Armor Class. A splash with oil deals 1d3 points of damage to the target and all creatures with 5'. Combatants may make a saving throw versus Blast to avoid being splashed.

A fumble occurs if the character’s attack throw is an unmodified 1. A fumble with oil results in the attacker setting himself on fire. He suffers damage as if directly hit.

»» A miss occurs on any other result. Roll 1d12 to determine the misdirection of the throw, applied as
a clock direction from the target. If thrown at short range, the oil flask lands 1d10' away in the indicated
direction. If thrown at medium range, it lands 2d10' away. If thrown at long range, it lands 5d10' away. Combatants within 5' of the oil flask when it lands must save versus Blast or be splashed, as above

User avatar
frobozz
Ranger Knight
Ranger Knight
Posts: 1361
Joined: Sun Feb 03, 2013 4:54 pm

Re: House Rules

#12 Post by frobozz »

Mounted Combat

1)A character with the Riding skill may cast a spell or use a weapon without making a check provided the mount has not moved during the round. If the mount has moved the character must make a Ride check. If they don't have the skill a -2 penalty is assessed to the check.

2)A character may use the Riding skill to cast a spell or use a weapon while the mount is moving. Penalties may be assessed to the check depending on whether or not the mount is trotting, galloping, etc.

Riding Skill (from Dark Dungeons rulebook, p. 49):

"The Riding skill is not a single skill. It is a group of related skills used when making rolls to control or stay on various riding animals in unusual circumstances. When spending a skill point on this skill, you must specify what sort of animal your character is skilled at riding. Each skill point spent on a specific riding skill gives a +1 bonus to Dexterity Checks used to ride that type of animal. Generally, simply riding a calm animal as it walks shouldn’t require a riding check. However, staying on an animal when it bolts or stumbles, or when it is damaged by an attack, should require a check—with the effective dexterity modified by the exact circumstances provoking the check."

Note: No PCs currently have the Riding Skill.

Mounted Movement

TK is happy to assume those wearing metallic armor such as plate or non-magical chain reduce a mount's movement, whereas those wearing magical chain/leather do not. Without having to go into the intricacies of applying a rider's encumbrance to the mount's limit.

Mount Speed (from Dark Dungeons rulebook, p. 148):

"It is important to remember that the movement rates shown in the tables are for completely unencumbered people [and mounts] and are therefore unlikely to be reached by actual travellers. Armoured humans [on foot] will typically move at a speed of 20’ rather than 40’, and unarmoured humans carrying packs containing food and gear will typically move at a speed of 30’ rather than 40’. Similarly, although rider-less horses can move at 80’, a horse with a saddle and rider will typically move at a speed of only 40’."

Examples:

Riding Horse (Unencumbered): 80'/round
Riding Horse (Encumbered): 40'/round
Pony (Unencumbered): 70'/round
Pony (Encumbered): 35'/round
Lanny - Level 3 Elf - In Search of Adventure

User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#13 Post by thirdkingdom »

Languages

We are not using alignment languages. Instead, all characters begin play knowing Thyatian, which serves as the Common Tongue. Demi-humans begin play also knowing their racial tongue; humans gain one additional language of their choice. Therefore, a character of any race begins play automatically with two languages. Every point of Intelligence modifier gives the character the ability to speak one additional language. A character with an Intelligence of 11 or higher is automatically literate in all languages she speaks.

Thief characters begin play being able speak Cant, a sort of pidgin tongue full of codes, slang and wordplay.

The following languages are available for 1st level characters:
Dwarven
Elven
Halfling
Thyatian (human)
Traladaran (human)
Daro (the tongue of Darokin, mercantile kingdom to the north)
Ylari (the tongue of Ylaruam, desert kingdom to the east)
Alphatian (the tongue of a far-off empire, mostly used by magic-users. Also know as the High Tongue).
Draconic (again, used mostly by magic-users, as this language is rumored to have been the first spoken at creation)
Goblin
Kobold
Orc
Lizardman
Ogre
Gnoll

User avatar
thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7898
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#14 Post by thirdkingdom »

Clerics and magic-users gain the ability to cast orisons/cantrips respectively, as described in the below links. Elves do not gain cantrips, but can add an appropriate "elf-spell" to their spellbook at first level.

Cantrips: http://wiki.rpg.net/index.php/Cantrips

Clerical Orisons: http://wiki.rpg.net/index.php/Orisons

Examples of elf magic: http://wiki.rpg.net/index.php/First_Level

User avatar
zebediah
Ranger Knight
Ranger Knight
Posts: 1872
Joined: Tue Jun 22, 2010 11:35 pm
Location: Sao Paulo & Porto Alegre - Brazil

Re: House Rules

#15 Post by zebediah »

thirdkingdom wrote:New House Rule

Page 135 states that a natural 20 always hits a target*. From now on, therefore, attacks that can be deflected through weapon mastery or negated by a splintered shield willl still hit on a natural 20.

*provided the weapon/attack used can affect the target.

User avatar
Alethan
POWAH!
POWAH!
Posts: 14356
Joined: Thu Oct 21, 2010 6:50 pm
Location: Midwest
Contact:

Re: House Rules

#16 Post by Alethan »

Firing Into A Melee
  • Roll out all the fire directed into a melee.
  • Those that hit deal damage to the target normally.
  • For each one that misses, roll an attack against a random participant of the melee using the Level 0/Man at Arms column.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

User avatar
Alethan
POWAH!
POWAH!
Posts: 14356
Joined: Thu Oct 21, 2010 6:50 pm
Location: Midwest
Contact:

Re: House Rules

#17 Post by Alethan »

Sleeping In Armour

A character who sleeps in medium or heavy armor is automatically fatigued the next day. He or she takes a -1 penalty to hit rolls, damage rolls, and AC (as well as any other checks related to Strength and Dexterity), and natural healing does not occur overnight. Additionally, spellcasters cannot prepare new spells if fatigued. Sleeping in light armor does not cause fatigue. The fatigue continues with each passing day until a full night of unarmored sleep is achieved. (For these purposes, chain mail and plate mail would be considered medium and heavy armor, respectively, while leather armor would be considered light armor.)
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

Atlictoatl
Ranger
Ranger
Posts: 522
Joined: Fri Aug 01, 2014 3:38 pm

Re: House Rules

#18 Post by Atlictoatl »

Energy Drain

1)A character suffering level loss should express it in game as a sort of ennui -- life loses its flavor, joy and spontaneity. The mechanical aspect of this is simply the loss of level(s).

2)Lost levels can be returned through rest, relaxation and living it up (i.e. they can't adventure if they want to regain lost levels, but can certainly party 'til all hours of the night, indulge in vices, etc.). It takes a minimum of two weeks of this, plus an additional week per level lost beyond one. So someone who has been drained of three levels must spend a month recovering.

3)It will cost 300 gp per week to live the sort of lifestyle necessary to reinvigorate the afflicted character. This cost is in addition to the standard cost of living.

Post Reply

Return to “In Search of Adventure”