Nov 16, 2020 10:31 pm
Note: these rules are subject to change if they cause any unforeseen issues or if players wish to alter/nix them.
1: Death does not mean the end of a player. If you wish to make back-ups in case of your inevitable demise, feel free to do so.
2: Demi-humans are not restricted in class levels. (Subject to change based on players' moods)
3: Critical hits deal max damage + 1.5.
4: Critical fumbles can have a variety of effects. If rolled, the player shall roll a d12 to determine the effect. A table will be posted so you are aware of the possibilities.
5: Maps may be used on occasion of I have the time to make them. Theater of the Mind will be the chief way of play. Distances will likely be ignored for simplicity's sake. Otherwise, distances might be described as immediate, short, medium, and long.
6: Dual-classing no longer carries the same restrictions. If a human dual-classes, they must choose which class they are putting their experience points towards after each level.
7: Upon leveling up, the players roll 5d10 and put the total towards their stats as they see fit so long as it the prime requisite of their class or constitution. Once the number reaches 100, the stat goes up a point. (Modified house rule: self improvement)
8: Catch a Breath - during a period of relative peace, roughly an hour or more, a player may roll one die to recuperate a small amount of health. This may be used only once per day. It may signify just taking a simple break, patching up light wounds, or just trying to keep your mind focused on what's to come.
9: No weapon proficiencies. That is, no weaponry skills. If it is listed under your class, you are considered proficient with them. Combat methods are still allowed to be purchased.
1: Death does not mean the end of a player. If you wish to make back-ups in case of your inevitable demise, feel free to do so.
2: Demi-humans are not restricted in class levels. (Subject to change based on players' moods)
3: Critical hits deal max damage + 1.5.
4: Critical fumbles can have a variety of effects. If rolled, the player shall roll a d12 to determine the effect. A table will be posted so you are aware of the possibilities.
5: Maps may be used on occasion of I have the time to make them. Theater of the Mind will be the chief way of play. Distances will likely be ignored for simplicity's sake. Otherwise, distances might be described as immediate, short, medium, and long.
6: Dual-classing no longer carries the same restrictions. If a human dual-classes, they must choose which class they are putting their experience points towards after each level.
7: Upon leveling up, the players roll 5d10 and put the total towards their stats as they see fit so long as it the prime requisite of their class or constitution. Once the number reaches 100, the stat goes up a point. (Modified house rule: self improvement)
8: Catch a Breath - during a period of relative peace, roughly an hour or more, a player may roll one die to recuperate a small amount of health. This may be used only once per day. It may signify just taking a simple break, patching up light wounds, or just trying to keep your mind focused on what's to come.
9: No weapon proficiencies. That is, no weaponry skills. If it is listed under your class, you are considered proficient with them. Combat methods are still allowed to be purchased.