House Rules and other details
For starters we will be using the PHB, the PHB 2 and other books subject to DM approval. I'd like to keep a copy of each player's character sheet on hand between sessions.
Chapter 1: Ability Scores
Roll 4d6 and drop the lowest. Do this six
times. Arrange as you see fit.
Alternately, players may use a 25 point buy from the DMG or the elite array from
the DMG.
Chapter 2: Races
Only races from the PHB will be allowed.
Initially, all classes from the PHB are allowed.
Clerics: Clerics employ a different set of gods
and powers than in the PHB and a few new domains are available for this
campaign.
Multiclassing
Adding the new class requires an INT based roll against DC 15 per month spent
training (one roll per month at the end of the month).
Characters cannot multiclass in a manner that
violates their current alignment (for example, a lawful character cannot add a
level of barbarian (a chaotic class)).
Chapter 4:
Skills
Rolls of 20 or 1 on skill checks:
Since this is a
game of heroic action, a roll of natural 20 on any skill check succeeds
regardless of the modifiers (providing there is any possibility whatsoever of
success). Thus a player can attempt an action with a DC of 30 even if
only has 5 ranks in that skill, succeeding only if he rolls a natural 20.
"Taking 20" cannot succeed in this case --- only a naturally rolled
20 will allow your character to "do the impossible" and pick the unpickable lock, balance on a greasy tightrope in gale
force wind, etc. A "heroic" skill check like this can only be
attempted once --- if you fail on the first roll you cannot try again until you
have gained more skill points and applied them towards the appropriate skill.
All skill checks fail on a roll of 1, regardless of modifiers. Thus you
always have a 5% chance of success and a 5% chance of failure.
Acquiring "Trained only" skills beyond level 1:
Some skills (such as jumping or climbing)
can be used untrained. Others (like picking locks or literacy) cannot be
used without training by a qualified teacher. A player may add as
many trained skills as he can afford at level 1. If he or she wishes to
learn a trained skill at some time in the future, he must first find a willing
instructor and then train (see multiclassing above)
for a period of at least 1 month at a minimum cost of
10 gps per current level per month (see Multiclassing, above) with a minimum training time of 1
month per rank which they wish to start in a given skill.
Languages:
Although a character may be able to speak a language, this is no guarantee that
he/she can read or write that language (see literacy, below).
Some of the human languages include Lenaran, Old Lenaran, Southron, Tesh, Nordling and Skraeling. Many humans simple speak common (also
known as "Hintern").
Literacy:
This is a psuedo-medieval fantasy world. Most
characters will be illiterate unless they take ranks in literacy (with the
exceptions listed below by race and class). Wizards and Clerics will
always have literacy in all of the languages which they speak initially.
Characters much take ranks of literacy in each language which they wish to read
and write. Thus a character who speaks Common, Dwarven
and Southron will need to take ranks in literacy in
Common, Dwarven and Southron.
Exception: If a character speaks two languages that share a
common alphabet (i.e.: Infernal and Abyssal both use the same alphabet) and
spends ranks to gain literacy in one of these two languages, he can be
considered to be able to read both.
Clerics: Wizards and Clerics will always have literacy in all of the
languages which they speak initially. If additional languages are added
later through character advancement, literacy in the same language must be
added as well.
Dwarves:
With the exception of dwarf barbarians, all PC dwarves will be automatically
literate in dwarven.
Elves: With
the exception of elf barbarians, all PC elves will be automatically literate in
elven.
Wizards, Clerics and Druids: Wizards and Clerics/Druids will always have literacy in all
of the languages which they speak initially. If additional languages are
added later through character advancement, literacy in the same language must
be added as well.
Chapter 5: Feats
Chapter
6: Descriptions
Each PC should collaborate with the DM on developing a brief background
story. I'd like this in written form so that I can perhaps weave threads from your "back story" into the
larger game tapestry.
Religion:
Please see this page for
descriptions of the gods and goddesses commonly worshipped by player characters
in Erdul.
Chapter 7:
Equipment
First level characters will begin the game
with either the funds described in the Player's Handbook or the appropriate
"starting package" (player's choice). Characters that begin the
game above first level (e.g.: replacement PCs brought in to replace a lost or
dead PC) will NOT begin the game with the absurdly high starting funds
described in the 3.5 DMG. The DM has his own formula to determine
starting funds of higher level PCs.
Weapons and Armor:
The technological level of Erdul is lower than that
described in the Player's Handbook --- equal perhaps to 10th - 12th century
Earth. Breastplate, half plate, full plate and locking gauntlets are not
commonly available. The dwarves guard the secrets of forging exotic
jointed plate armor jealously --- persons interested in purchasing full
plate armor, for example, will probably have to travel to a dwarven
stronghold and order it there.
Asian weapons (
Dwarven Urgosh are probably only
available from dwarven weapon smiths, gnome hooked
hammers from gnomish smiths, etc.
Bastard Swords:
Bastard swords (known in polite society as
"hand-and-a-half swords") are a cross between the longsword
and the two handed sword. A skilled user can use them in one hand
(scoring damage equal to a longsword) or in two hands
(scoring 1-10 damage plus appropriate bonuses) and can switch from one handed
to two handed use at will (provided his second hand is not otherwise occupied).
It is unlikely that any shopkeeper sells "ready-made" spell component
pouches filled with all of the material components needed to cast your
character's spells. Most arcane spell casters gather their own spell components
and the 5 gps cost quoted in the PHB represents the
cost of gathering said components as well as purchasing a suitable pouch.
With the exception of expensive and exotic ingredients (e.g.: pearls for your
"Identify" spell), most ingredients can be gathered at no additional
cost other than the normal monthly "upkeep" cost.
Water clocks and similar exotic devices, if available at all, can usually only
be purchased from gnomish or dwarven craftsmen.
Critical Hits and Fumbles:
On a roll of a natural 20 (or 18 or 19
etc., in the case of weapons with an extended critical threat), weapons will scrore the appropriate critical damage if the crit is confirmed AND the player or monster is entitled to
a roll on the "critical hit tables" --- which will possibly cause
more damage, knock you opponed down, etc. A
natural 20 hits any armor class no matter what the modifiers.
On a natural roll of 1, the attack fails regardless of modifiers and the player
or monster must make a roll on the fumble table --- possibly dropping his
weapon, stabbing a comrade, etc. Ouch!
Chapter 9:
Adventuring
Upkeep/Monthly Costs
Each PC will be required to pay a monthly "upkeep" cost in addition
to other costs incurred (see DMG page 130).
self-sufficient: 2gp/ month
Farmers and servants who have most of their food, clothing and shelter provided
will pay 2 gps per month in costs related to an
occasional pair of shoes, religious tithes, and other completely unavoidable
expenses.
Meager: 5gp/ month
Meager income assumes you feed yourself by begging, hunting or foraging, bathe
infrequently and sleep in flophouses or outdoors.
Poor: 12gp/ month
Poor accommodations assume that you live an extremely spartan
lifestyle in poor conditions.
Common: 45gp/month
You live in inns and purchase meals and drink from innkeepers. You can
afford to splurge on regular bathing, laundry, occasional nights of
entertainment, etc.
Good: 100gp/month
You stay in private rooms in Inns and eat good food and are provided with
wine. You are well groomed and are able to provide yourself with
entertainment, fine clothes, etc.
Extravagant: 200gp/month
You have the best accommodations and throw frequent parties and entertainments.
Encounters
Experience: Experience
points are normally awarded before the next play session starts. The DM
will keep track of the players XP and will make that information available on
the campaign web site. The DM may allow (subject to his discretion)
characters to level up between play sessions, allowing players time to research
aspects of character advancement between sessions.
Any character who dies in the course of a session does not gain any XP awards
for that session if they are subsequently raised.
I have always given "ad hoc" bonuses here and
there (an inspired action that saves the party, brilliant deduction, good role
playing or, my favorite, when I player successfully AVOIDS using out of
character information for in character benefit). I have also always given
penalties for alignment violation, death/resurrection, etc.
For a long time my house rule has been that NPCs get
1/2 the XP of players. Thus if a party of 4 players and 2 NPCs finishes an adventure, the XP are divided by 10 ---
each PC gets 2 shares and each NPC gets 1.
Divine Magic: There are some new powers and domains that you will want to be aware of
before creating your cleric character.
Spell books
Chapter 11:
Spells
Spell casting:
Death
and Raise Dead:
Raise Dead and similar spells never have a 100% chance of success (chance to be
determined by the DM but will be modified by alignment behavior, the favor of
the gods, etc). If a creature fails the resurrection roll, his soul
departs and the body cannot be properly raised (perhaps a quest to the
afterlife to reclaim the soul might work). Each raising costs 1 point of
Con as well as an XP penalty. Any creature with a Con of 0 cannot be
raised.