Difference between revisions of "House Rules"

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(Created page with "== Death & Dying == When a pc is brought to 1 HP, they are unconscious. When they are brought to 0 HP, they are dying. Player rolls 1d6 and adds/subtracts their CON modifier...")
 
(Identify)
 
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== Death & Dying ==
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These are house rules we generally use at the table. All are up for discussion.
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When a pc is brought to 1 HP, they are unconscious.
 
  
When they are brought to 0 HP, they are dying. Player rolls 1d6 and adds/subtracts their CON modifier. This indicates how many rounds the character will last before perishing, unless another pc/npc helps them. If nobody in the party has healing spells/potions/etc, a player can try to stabilize the dying character, returning the character to 1 HP. (The character will be unconscious, but alive) Stabilizing requires a med kit or improvised bandages, and a medical skill check.
 
  
A character is instantly dead if their health reaches (or goes below) 0 minus their CON mod, if their CON mod is positive.
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== Character Creation ==
* If their CON mod is normally +1, they are dead if their HP reach -1.
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4d6 drop lowest or Standard Array (15, 14, 13, 12, 10, 8) .... player's choice, but stick with one or the other for each character.
* If their CON mod is normally -2, they are dead if their HP reach 0.
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== Dice ==
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Cocked or floor die are rerolled.
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== Initiative Ties ==
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Re-roll
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== Intimidation ==
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The stat you roll for intimidation will be directly linked to the stat that best encapsulates the manner in which you are trying to intimidate.
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For example, if you threaten someone with words only, you will be using charisma as base. However, if you bend an iron bar while glowering at them, you may roll strength + intimidation (if proficient). If you are that guy in Indiana Jones twirling a sword, you'd use dexterity.
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== Identify ==
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You may identify items without a pearl, however it must be cast as a ritual over a long rest.
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== Alignments ==
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Alignment is generally not enforced, except in extreme/obvious cases. Anything "neutral" is usually considered "selfish/greedy".
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== Creature Variants ==
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There may be variants of classic/official creatures.
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For example: Trolls are not just trolls, there may be mountain trolls, cave trolls, forest trolls, river trolls, swamp trolls, etc... possibly with slightly different stats or abilities, particularly to reflect natural adaptation to their environment. An arctic troll may be pale gray, whereas a swamp troll might be olive in color. Due to the extremely bright lighting in arctic regions, arctic trolls may have lost their darkvision ages ago.
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==Partial Armor==
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To allow additional character/npc/roleplay options, partial armor pieces may be worn over light or no armor.
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See [[Armor#Partial Armor|Partial Armor]] for more info.

Latest revision as of 05:55, 3 June 2019

These are house rules we generally use at the table. All are up for discussion.


Character Creation

4d6 drop lowest or Standard Array (15, 14, 13, 12, 10, 8) .... player's choice, but stick with one or the other for each character.

Dice

Cocked or floor die are rerolled.

Initiative Ties

Re-roll

Intimidation

The stat you roll for intimidation will be directly linked to the stat that best encapsulates the manner in which you are trying to intimidate. For example, if you threaten someone with words only, you will be using charisma as base. However, if you bend an iron bar while glowering at them, you may roll strength + intimidation (if proficient). If you are that guy in Indiana Jones twirling a sword, you'd use dexterity.

Identify

You may identify items without a pearl, however it must be cast as a ritual over a long rest.

Alignments

Alignment is generally not enforced, except in extreme/obvious cases. Anything "neutral" is usually considered "selfish/greedy".

Creature Variants

There may be variants of classic/official creatures.

For example: Trolls are not just trolls, there may be mountain trolls, cave trolls, forest trolls, river trolls, swamp trolls, etc... possibly with slightly different stats or abilities, particularly to reflect natural adaptation to their environment. An arctic troll may be pale gray, whereas a swamp troll might be olive in color. Due to the extremely bright lighting in arctic regions, arctic trolls may have lost their darkvision ages ago.

Partial Armor

To allow additional character/npc/roleplay options, partial armor pieces may be worn over light or no armor.

See Partial Armor for more info.