House Rules

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thirdkingdom
Rider of Rohan
Rider of Rohan
Posts: 7932
Joined: Tue Oct 30, 2012 4:23 pm

House Rules

#1 Post by thirdkingdom »

Please refrain from posting in this thread. Questions should be directed to the OOC thread.

The playtest document can be found here: https://docs.google.com/document/d/1cIV ... sp=sharing

We will be using the following houserules:

Cost of Living

Rather than deal with taxes, gate fees, cost of inns, food, etc. we're going to use cost of living expenses. Cost of living expenses are due at the beginning of each game month and are based upon the character's level *at that point*. All characters start play with their first month of living expenses paid. The expenses are:

0-level character: 10 gp
1st-level character: 20 gp
2nd-level character: 40 gp
3rd-level character: 80 gp
4th-level character: 160 gp
5th-level character: 300 gp
6th-level character: 600 gp
7th-level character: 1200 gp
8th-level character: 2400 gp
9th-level character: 4800 gp
10th-level character: 10000 gp
11th-level character: 20000 gp
12th-level character: 40000 gp
13th-level character: 80000 gp
14th-level character: 160,000 gp

Languages

The available languages at 1st level are as follows:

*Thyatian (Common)
*Traladaran (the language of the native Karameikans). All Traladaran character speak this language.
*Elf
*Dwarf
*Gnome
*Goblin
*Orc
*Gnoll

Hex Exploration

This game is going to be focused on hex exploration and sandbox style-play.

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thirdkingdom
Rider of Rohan
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Posts: 7932
Joined: Tue Oct 30, 2012 4:23 pm

Re: House Rules

#2 Post by thirdkingdom »

Initiative. I roll initiative once per round per side (not per individual), using 1d6. Special individuals (the goblin king and his bodyguards) will get a roll distinct from the goblin mob. I *do* apply individual initiative modifiers to the PC's roll, so it is possible that a PC with a high modifier goes first, or a low modifier goes after the party.

Carousing. Certain effects, such as the ennervating touch of the undead, can only be shaken off by throwing oneself with reckless abandon into the extremes of human existence: gluttony, debauchery, the wanton expenditure of funds. Carousing as a mechanical effect takes one week and costs 200 gold per character level. Carousing can have the following effects, only one of which may be selected per week spent carousing:

1. Reroll hit points. The character may carouse once per level and reroll their hit dice for their current level, taking the *new* result.
2. Regain a level. Every week spent carousing is effective in removing the ennui and listlessness caused by the touch of the undead. One week spent carousing will remove one lost level.
3. Regain drained Ability scores. A week spent carousing is enough to regain all of the points lost in a single Ability score, provided the score was not reduced to 0.

Hexcrawling. Each subhex in a six-mile hex measures 1.6 feet from face to face and contains nearly 2.25 sq. miles. A party can explore a number of hexes per day as follows:

*Plains/Grassland/Desert: 5 subhexes per day (five days to explore an entire 6-mile hex), or 1 subhex every 80 minutes (1-1/3 hours)
*Hills/Broken/Light Forest: 3 subhexes per day (eight days to explore an entire 6-mile hex), 1 subhex every two hours
*Mountain/Heavy Forest: 2 subhexes per day (twelve days to explore an entire 6-mile hex), or 1 subhex every 160 minutes (2-2/3 hours)
*Jungle/Swamp: 1.5 subhexes per day (sixteen days to explore an entire 6-mile hex), or 1 subhex every four hours.

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