House Rules

greyarea's P-B-P game

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House Rules

Postby greyarea » Mon Sep 30, 2013 1:39 am

Experience Points would use the simplified system from DCC as described in DCC26 (0-4 XP per encounter and set XP thresholds for all classes).

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Re: House Rules

Postby greyarea » Mon Sep 30, 2013 1:44 am

Critical Hits and Fumbles are in effect.

Critical Hits occur with a natural 19-20 for Fighters, Rangers, Paladins, Monks, and Dwarfs (Race as Class (RAC)).
Critical Hits occur with a natural 20 for all other classes.

Fumbles occur with a natural 1 for all classes.

I will be using the Critical Hit and Fumble tables from DCC (DCC79-86), with some modifications. No need to reproduce those here.

Firing missiles into melee: On an adjusted to hit of 5 or less, a friendly will be hit. This number may be adjusted up or down by the DM depending on the situation.
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Re: House Rules

Postby greyarea » Mon Sep 30, 2013 1:46 am

Turning Undead: Clerics turn undead as in the LL rulebook. However there is a limit to one turn attempt per undead type per cleric per encounter. As soon as a turning attempt fails, there can be no further attempts on any undead that encounter by that cleric.

New Characters: If a PC dies, a new character can be rolled up with 50% the xp of the deceased character. Starting coin and equipment will depend on game situation. New characters will be introduced as quickly into the game as possible.
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Re: House Rules

Postby greyarea » Mon Sep 30, 2013 1:49 am

Death: When a character reaches 0 hp they fall unconscious. Each round unconscious, the character will "bleed out" at 1hp per round, unless "stabilized" by another PC, which takes a full round of action.

Death comes first at -5 minus constitution modifier, ex. Con of 16 would mean death at -7 hp. Death occurs at -5 for characters with a Con of 12 or lower.

Example: Bob has 4 hp. Max hits Bob with an axe for 6 points of damage, leaving Bob with -2hp. Bob continues to bleed out the next two rounds, leaving him at -4, while everyone else fights. He would die the next round (he has a con of 10) except Pete spends a round stabilizing him. Bob is now stable at -4hp until healed.

Example: Bob has 4 hp. Max hits Bob with an axe for 6 points of damage, leaving Bob with -2 hp. Bob is unconscious. Max hits Bob again for 4 points of damage. Bob is dead. Poor Bob.
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Re: House Rules

Postby greyarea » Mon Sep 30, 2013 2:31 am

Spells:
Magic Users begin with four spells in their spell books: Read Magic, Detect Magic, Scribe and one other 1st level spell (player's choice)
Illusionists begin with four: Read Magic, Detect Illusion, Scribe and one other 1st level spell (player's choice)

Clerics and Druids pray for but do not choose their spells at the beginning of the day. They can cast any spell available to them, unless they upset their patron deity (or neutrality, in a Druid's case).

Disfavor:
If the Cleric or Druid is about to upset their patron (or neutrality), the DM will warn them. Most disfavor is due to either praying or giving homage to a contrary deity, straying from their alignment, or failing to carry out their deity's will. A Cleric or Druid who is under disfavor has reduced spell effects (or spell failure, potentially).

Paladins can also cause disfavor by their actions. This can result in the loss of special paladin abilities for the duration of the disfavor.

Favor can be regained by sacrifice or special assignment by deity to regain favor. Details will be determined on a case by case basis.

Greyhawk Dieties: https://en.wikipedia.org/wiki/Greyhawk_deities#Greyhawk_deities_and_the_folio_edition

Example: Bob the Cleric is Neutral Good and worships St Cuthbert. He gives money at the Shrine of Ehlonna (also Neutral Good). This arouses the displeasure of St Cuthbert. Bob gets the notion of this in his conscience (the DM PMs his PC) that this ticks off his patron a bit and ignores it. Until he gives alms at a St Cuthbert Shrine all cure spells at made at -2 hp.

Example: Bob the Cleric is Neutral Good and worships St Cuthbert. He gives money at the Shrine of Erythnul (Chaotic Evil). This arouses the displeasure of St Cuthbert. Bob gets the notion of this in his conscience (the DM PMs his PC) that this ticks off his patron a bit and ignores it. Until he slays the head cleric of the Shrine of Erythul, he cannot turn undead or cast cure spells.

Example: Kate the Druid is Neutral, as all druids are. She helps a paladin (LG) to convince the others in the party to heed the ways of Law. She senses that this is upsetting the balance of nature (the DM PMs the PC) and ignores it. She loses the ability to talk to plants and animals until she helps a Chaotic player to heed the ways of Chaos.

The DM will always PM the player that they are at risk of gaining disfavor allowing the player to change the PCs actions.

Alignment:
Very similar to above: if a character acts out of his or her alignment, they will be warned by the DM. If the alignment is necessary to the class (Rangers, Druids, Paladins, etc) then the character is likely to lose their special abilities of the class. Characters who act outside of their alignment will be at -1 for all actions for a day (24 hours). If they continue to act outside of their alignment, they will incur more negatives to rolls. Even worse negatives can occur if the PC acts far outside his alignment (at DM's discretion).

Example: Marcus is Chaotic Good. He regularly is mean to undeserving NPCs and steals a piece of bread from the local baker. He is not being Chaotic good, but more neutral or evil. His conscience begins bugging him (the DM PMs the PC) and for the next game day (24 hours) he attacks at -1, has +1 to his AC, and has -1 on all saving throws. He then leads the slaughter of orc children. His conscience begins really bugging him (the DM PMs the PC) and for the next game day (24 hours) he attacks at -2, has +2 to his AC, and has -2 on all saving throws. If he acts within his alignment for the next 24 hours and he begins feeling normal again.

Switching alignment:
If a character choses to switch alignment (usually due to acting that way for a while), he may do so with a loss of level (and associated hp, etc) if the alignment is adjacent to the current one (e.g. from Lawful Good to Lawful Neutral, Neutral Good or true Neutral), two levels if two steps away (LG to LE or CG), three levels if three steps away (LG to NE or CN), and four levels if they choose the opposite alignment (LG to CE).
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Re: House Rules

Postby greyarea » Mon Sep 30, 2013 3:05 pm

Similar to my Skull Mountain campaign, I will have a bit at the end of most DM posts with current stats of the party. It looks something like this:

Hit points and marching order

Bob 15/5 (charmed)
--Max 12/12 (prayer)
Phyllis 13/2
-- Johnson 5/5
Kelvan 8/2 (heroism)
-- Christine 12/-4

In this scenario, the single file marching order is Bob, Max, Phyllis, Johnson, Kelvan and Christine. This is also the default watch order for sleeping unless the party agrees otherwise.
The double file marching order is
Bob Max
Phyllis Johnson
Kelvan Christine

Marching order is decided by the party and can be changed as the players want.

Bob is currently charmed and has 5 of his max 15 hit points
Max has his max hit points and is positively affect by a prayer spell
Phyllis just took damage bringing her down to 2 hit points this round
Johnson just healed his hit points to 5
Kelvan has only 2 hit points but drank a potion of heroism this round
Christine is near death, unconscious and will die next round unless tended to
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Re: House Rules

Postby greyarea » Thu Oct 17, 2013 2:35 am

Gelatinous Q wrote:A few questions/groundrules around this berserking ability:

• How long does it last? A set or variable # of rounds, or until the battle is finished?
• Can I disengage in berserk mode?
• Will this skill scale with experience? Ie, additional attacks/round, additional battle frenzies/day, etc at specific levels?

Thanks!


The subclass description on Dyson's site is:

Berzerker – Can frenzy in battle 1/day: +2 to hit and damage


DM's ruling from that sparse description:
  • Berserk mode lasts for the whole of a battle. If the berzerker disengages for more than one round, then the effect wears off and frenzy for that day is over. This means that if battle (while frenzy) with orcs ends, the party says, "Wow those stink" and a new set of kobolds attacks, then no frenzy mode for the kobolds. If the kobolds attack while the orc battle is on, the battle extends and the frenzy continues.
  • Yep, you can disengage with the above provision.
  • Nope, subclass skills don't "scale" but +2 is still pretty sweet. :)
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