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[[Landsoftheblacksea:Main_Page | '''<< Back to Main Page''' ]]
  
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* All abilities should sum to 80 or less points (exceptions as authorized by the DM).
 
* All abilities should sum to 80 or less points (exceptions as authorized by the DM).
 
* You can equip your character with any non-magical items that you want, but again, they should fit with the backstory for the character. I will be allowing each character to have 1 non-standard (not magical) item to start with; examples might include a particularly well-made suit a mail, a weapon handed down through the ages, a familiar, a pet or mount (again, normal creatures only, no magical creatures), etc. – use your imagination, but please ensure the item fits into your backstory.
 
* You can equip your character with any non-magical items that you want, but again, they should fit with the backstory for the character. I will be allowing each character to have 1 non-standard (not magical) item to start with; examples might include a particularly well-made suit a mail, a weapon handed down through the ages, a familiar, a pet or mount (again, normal creatures only, no magical creatures), etc. – use your imagination, but please ensure the item fits into your backstory.
* Keep in mind that the character will start the campaign travelling across a civilized land, so I would expect to see equipment that is in line with this. There will be opportunities to obtain further equipment in the early stages of the game. Equipment costs can be found [https://members.tripod.com/Lord_Eadric/netequip.html here]
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* Keep in mind that the character will start the campaign travelling across a civilized land, so I would expect to see equipment that is in line with this. There will be opportunities to obtain further equipment in the early stages of the game.
 
* Spellcasters - please see attached House Rules for Spellcasting
 
* Spellcasters - please see attached House Rules for Spellcasting
 
* What is the character’s name? What are his/her likes? Dislikes? Why is this character even bothering to leave home to become an adventurer? What does the character want to get out of adventuring? Out of life? What does the character look like? What does her or she like to wear? What special and distinctive mannerisms or quirks does the character have? What has the character done before now? What training or schooling has he or she had? Does he or she belong to any groups? What is his or her membership status (active, former, banished, apprentice, etc.)? What is his or her family situation, home town, and obligations (if any)? What does the character believe in? Reject? Love? Hate?
 
* What is the character’s name? What are his/her likes? Dislikes? Why is this character even bothering to leave home to become an adventurer? What does the character want to get out of adventuring? Out of life? What does the character look like? What does her or she like to wear? What special and distinctive mannerisms or quirks does the character have? What has the character done before now? What training or schooling has he or she had? Does he or she belong to any groups? What is his or her membership status (active, former, banished, apprentice, etc.)? What is his or her family situation, home town, and obligations (if any)? What does the character believe in? Reject? Love? Hate?
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* A Natural 1 always misses; a natural 20 always hits (exception is creature only hit by magical or silver or whatever and you are not using that). Both also trigger a roll for a critical or fumble.
 
* A Natural 1 always misses; a natural 20 always hits (exception is creature only hit by magical or silver or whatever and you are not using that). Both also trigger a roll for a critical or fumble.
 
* If there are "to hit" bonuses or penalties that would have modified the to hit roll (e.g., Violet's +1 STR and +1 Champion bonuses), they become bonuses or penalties to the % roll for the critical or fumble.
 
* If there are "to hit" bonuses or penalties that would have modified the to hit roll (e.g., Violet's +1 STR and +1 Champion bonuses), they become bonuses or penalties to the % roll for the critical or fumble.
** So Violet rolls a natural 20, so her +2 to hit becomes (+2/20 =) +10% to the critical table - that's good. If she rolled a 1, that would be a -10% to the fumble table (also good, makes fumble have less impact).
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** So Violet rolls a natural 20, so her +2 to hit becomes (+2/20 =) +10% to the critical table - that's good. If she rolled a 1, that would be a -20% to the fumble table (also good, makes fumble have less impact).
 
** Likewise, if someone was -1 to hit with a weapon and rolls a 20, they will get a -5% to the critical table (bad); if they roll a 1, they will get a +5% to the fumble table (bad). Numbers never go below 01 or above 100 regardless of these modifiers.
 
** Likewise, if someone was -1 to hit with a weapon and rolls a 20, they will get a -5% to the critical table (bad); if they roll a 1, they will get a +5% to the fumble table (bad). Numbers never go below 01 or above 100 regardless of these modifiers.
* For damage multipliers (2X, 3X is the upper limit) - should be interpreted as 3X number of damage dice; any damage modifiers (STR bonus, Violet's Champion bonus) should be added to this number.
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* For damage multipliers (2X, 3X is the upper limit) - should be interpreted as 3X number of damage dice; any damage modifiers (STR bonus, Violet's Champion bonus) should be added to this number (this is what I did wrong - instead of rolling (1d8+4)*3, I should have rolled 3d8+4. Bird would still have been toast even with 3 1's, so no modification to results needed. But this is how I will calculate from now on.
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* I'll incorporate the results in the IC and OOC posts.
  
 
== Facing/Flanking/Backstabbing ==
 
== Facing/Flanking/Backstabbing ==
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I do similar things for melee & missile attacks - in melee, weapon speed takes the place of spell casting time (which means for weapons with a speed of 10 or more, you cannot both move and attack). Likewise, for missile attacks with a rate of fire of more than one, it's not usually possible to fire more than one shot and still move in a turn (since the second shot has a modifier of 2x weapon speed, 3rd shot has 3x weapon speed, etc. etc.).
 
I do similar things for melee & missile attacks - in melee, weapon speed takes the place of spell casting time (which means for weapons with a speed of 10 or more, you cannot both move and attack). Likewise, for missile attacks with a rate of fire of more than one, it's not usually possible to fire more than one shot and still move in a turn (since the second shot has a modifier of 2x weapon speed, 3rd shot has 3x weapon speed, etc. etc.).
 
=== Spell Books & Copying Arcane Spells ===
 
Users of arcane magic must carry a spell book with them in order to study from at least once per day in order to cast spells.  If they haven't studied (had access to) a book with a particular spell in it within the last 24 hours, they cannot cast that spell using one of their slots, even if they have cast it in the past.
 
 
* '''Travelling Spell Books''' are 3 lb/ up to 50 pages and not cheap (100 gp/page in rules, 0.06 lb/page);
 
 
* '''Standard Spell Books''' are 15 lb/up to 100 pages and considerably cheaper per page (50 gp/page; 0.15 lb/page).  So half the cost of Travelling Spell Book, but about 3X as heavy.
 
 
If you run out of pages on what you have, you'll have to purchase another blank book to record additional spells. A book can have any number of pages up to the maximumbook (e.g., you can buy a book with 10 pages or 20 pages, I'll pro-rate the weight accordingly.
 
 
If an arcane magic user encounters a spell book or scroll and wants to learn and/or copy the spell into their own book, they must:
 
 
* Cast ''Read Magic'' on the book or scroll, in order to interpret the writing of another magic user
 
* Check against the % Chance to Learn (based on INT) for each spell they would like to learn/copy; note there are limits on the total number of spells per level a caster can learn, also based on INT. 
 
** Characters can check to see if they can learn spells that are above the level they can cast in order to copy them, but they cannot actually cast them until they are of that level.
 
* The caster may copy the spells from the book or scroll into another book.  This can be done
 
** with pen and ink, a process which takes a number of hours equal to the spell level; this method only allows copying of spells at levels that the user can actually cast at their current level; or
 
** through the ''Copy'' spell, which performs the transcription instantly.  Use of ''Copy'' allows the transcription of spells above the level that can actually be cast by the user, so long as the user was successfully able to learn them.
 
* Regardless of the manner of transcription, ach spell copied will use up a number of pages equal to (spell level -1) + 1d4.
 
* If transcribing a spell from a scroll, once the spell is successfully transcribed, it disappears from the scroll itself. 
 
* Trasnscription from spell books does not alter the original book in any way.
 

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