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|[[Landsoftheblacksea:Main_Page/races|'''Races''']] || [[Landsoftheblacksea:Main_Page/religion|'''Religions''']] || [[Landsoftheblacksea:Main_Page/realms|'''Realms''']] || [[Landsoftheblacksea:Main_Page/geography|'''Geography''']] || [[Landsoftheblacksea:Main_page/organizations|'''Organizations''']] || [[Landsoftheblacksea:Main_Page/languages|'''Languages''']]  || [[Landsoftheblacksea:Main_page/time_calendars|'''Time & Calendars''']]
 
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[[Landsoftheblacksea:Main_Page | '''<< Back to Main Page''' ]]
 
 
 
== Character Generation ==
 
== Character Generation ==
 
* Start at 2nd level
 
* Start at 2nd level
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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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''Conditionally usable:'' The DM has access to these books; Player’s that want confirmation of a rule from these books being in place should ask before taking an action. I’m open to using the books, but I will need to become familiar with a particular area of them and ensure it fits within the campaign before you exercise rules from them. Lands of the Black Sea is intended to be a plot and character-driven game, not a test of encyclopedic knowledge of rules (I’ll go play Star Fleet Battles if I want that…?), so relax and enjoy!
 
''Conditionally usable:'' The DM has access to these books; Player’s that want confirmation of a rule from these books being in place should ask before taking an action. I’m open to using the books, but I will need to become familiar with a particular area of them and ensure it fits within the campaign before you exercise rules from them. Lands of the Black Sea is intended to be a plot and character-driven game, not a test of encyclopedic knowledge of rules (I’ll go play Star Fleet Battles if I want that…?), so relax and enjoy!
 
== Initiative ==
 
We'll use the Group Initiative Roll w/ Individual Modifiers system for Initiative:
 
Both sides roll 1d10 initiative
 
Each individual (character or NPC or Monster) has their group's number modified based on their individual actions - if a character is using a weapon, the weapon speed for it added to the group roll for that character; if casting a spell, the casting time is added to the group roll for the spellcaster.
 
After all modifiers are made, the resulting numbers are listed lowest to highest, and that is the order of the actions for the round.
 
 
'''Example:'''
 
Initiative Roll: Party – 9; creatures – 4
 
 
Modifiers/Order:
 
# Creatures: +0 (natural attacks) = 4
 
# Illusion: +0 (hand crossbow) = 9
 
# Markel: +2 (dagger) = 11, Darithe: +2 (dagger) = 11
 
# Fariya: +5 (scimitar) = 14, Markel: +5 (longsword) = 14
 
# Violet: +6 (spear) =15
 
 
== Critical Hits ==
 
 
* I have a critical hit table/fumble table (not sure of copyright, so you'll just have to trust me) based on a 1 - 100 scale.
 
* Higher numbers are more impact both in terms of criticals (more damage or other impacts) and fumbles (worse outcome for fumbler and/or their team).
 
* 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.
 
** 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).
 
** 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.
 
 
== Facing/Flanking/Backstabbing ==
 
[[File:DnD_Flanking_ADnD.png|300px|right|Facing Diagrams]]
 
See picture to the right.
 
*Flank attack = +1 to hit.
 
*Rear attack = +2 to hit (for non-thieves).
 
*Thieves wanting to backstab (+4 to hit, damage multiplier) must be in a "rear" square in order to attempt, and defender must be unaware of their presence.
 
  
 
== Magic Use & Spellcasting ==
 
== Magic Use & Spellcasting ==
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=== Spell Failure ===
 
=== Spell Failure ===
 
When spells fail (due to checks described in the spell description or due to interruption from attack, etc.), the DM will consult rules on what the effects of this are. They can range from nothing, to having the spell effects directed at the caster or a member of their party.
 
When spells fail (due to checks described in the spell description or due to interruption from attack, etc.), the DM will consult rules on what the effects of this are. They can range from nothing, to having the spell effects directed at the caster or a member of their party.
 
=== Movement & Spellcasting ===
 
Characters can move and cast up to a limit - take the spell casting time and subtract from 10, then divide result by 10 - characters can move up to this percent of their movement rate. Penalty is that characters will suffer an initiative penalty related to how much time they use moving before they cast.
 
 
Example: Gabriel is going to cast a spell with a casting time of 3; that means at most he can move (10 - 7) = 7/10 = 0.7 or 70% of his base move (8" = 80 feet per round right now due to light encumbrance). 0.7 * 80 feet per round = 56 feet. But in this case, Gabriel would suffer a +10 modifier to the initiative roll (+3 for the spellcasting, and +7 for using 70% of the round to move first).
 
 
If Gabriel decided not to move at all, his initiative modifier would just be the +3 for the spell.
 
 
If Gabriel decides to move 25 feet then cast, initiative modifier would be +3 for the spell, and an additional 25/56*7 = +3 for movement, total of +6.
 
 
If Gabriel casts and then moves, he can still move up to 56 feet after casting, his initiative modifier is just +3 for the spell; but we would only resolve his movement after the rest of combat happens (e.g., everyone else completes their actions for the round, and if he is still able, THEN he moves to where he wanted to).
 
 
I'll do the math for you if you want to do it, but above if how I've always handled movement in combat.
 
 
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.).
 

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