House Rules

Feb 14, 2021 3:23 am
1) You do not die until you reach -10 hit points. At 0 hit points, you are unconscious. At -1 or lower, you are bleeding out and will lose 1 point per round until someone is able to tend your wounds. Once your wounds are tended, you remain unconscious until returned to at least 1 hit point, at which point you will be inactive for 1d6 turns while you recover from your near-death ordeal. If your hit points drop to -6 or below, a scar will result.

2) A natural roll of 20 is a critical hit (if you did not need a 20 to hit the target) and does double damage. If the roll that you needed was a 1 or less, then a natural 1 is an automatic miss. Otherwise, it is an automatic miss and you lose your grip on your weapon and must spend your next round steadying it.

3) Spell components are only necessary for very costly components (find familiar or identify, for example). Any components costing less than 25 gp are assumed to be readily available.

4) If you have rations and a waterskin on your sheet, you are assumed to keep your skin filled and the rations replenished at every opportunity. If we get into an extended dungeon expedition where there is no opportunity to refill, then I will worry about it. Otherwise, assume that you keep them filled.

5) Training is not necessary to advance in levels (as you are assumed to be constantly training in your downtime). However, illusionists and wizards will need a point-of-contact such as an ally or former master to learn new spells. Otherwise, they must be purchased or collected from scrolls and spellbooks found during your adventures.

6) Wizard and illusionist scrolls require read magic to interpret. Druid scrolls are written in druidic and only speakers of that language can interpret them. Clerical scrolls are recorded in the language of the church and only a cleric can interpret them. Needless to say, even if it can be read, a scroll can only be used by a member of the appropriate class.

7) When you go negative on hit points, you require 1d6 turns to recover once you are restored to 1 hit point or better. This is to keep the party from having to wait weeks for someone who is badly wounded to recover fully (by the book, I think it is a week's bed rest every time you go negative).

8) The GM will roll privately all Find/Remove Traps, Move Silently, Hide in Shadows, and similar checks (such as listening at doors and finding secret doors), so that the player has no idea if the attempt succeeds or not (the character always believes that they are successful).

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