House Rules
Alas, as with any new adventure there
has to be at least a few established rules. These have been the result
of careful thought and of course the "What the hell, I'm the DM" factor.
Some of them are to make the game more fun and challenging and others are
to make it a little more realistic (as realistic as you can get killing
orcs and watching dragons fly overhead). Some of the rules I am going
to label as "optional" and what I mean by that is that I want everyone
to be aware of them and have them recorded on their charecter sheets. If
I feel that they are being ignored or abused, I will enter them into game
play. That is your fair warning.
Now on with the House Rules! (these may be expaned
so check back)
I want you all to answer the Prelude
Questions for your character
He are some more of "Al's
Rules"
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We will not "roll up" characters in the traditional sense.
These are charecters that I want you to fall in love with and it is hard
to fall in love with the "runt of the litter" so I want all characters
equal as they are in the Storyteller's Games (Vampire). Each person
will have 92 points to distribute among the six ability scores.
This does and doesn't include racial modifiers since they all wash out
in the end anyways. I firmly believe as in Vampire that this will
not result in a bunch of PC's with the same stats, they should all be unique.
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Allowed Races: Human, Gray Dwarf, Hill Dwarf,
Mountain Dwarf, Deep Gnome, Surface Gnome, Gray Elf, High Elf, Valley Elf,
Wood Elf, Dark Elf (Drow), Hairfoot Halfling, Stout Halfling, Tallfellow
Halfling, Half-Elf, Half-Orc. Other races may be played with approval
before you make the charecter, but it will be strongly encouraged to stay
with these races.
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Classes: Most, if not all, classes will be
allowed but with some modifications to the standard way of doing things.
We will be mixing First Edition (1st Ed) rules with Second Edition (2nd
Ed) rules. Some classes will follow the 1st Ed rules because I believe
they are a better representation of what the class should be than the 2nd
Ed rules. The classes that will follow 1st Ed rules are: Ranger,
Cavalier, Paladin, Druid, Barbarian, Acrobat, Assassin, and Monk.
Psionists and Wild Mages must be pre-approved before creation.
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Skills and Powers: may be used and are encouraged.
Ability scores will be lower than we are used to because of the new system
and Skills and Powers will help ease the pain a bit. Unless you are
making a "pure" Skills and Powers PC the charecter points will not carry
over from race to class and so forth.
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Non-Weapon Profiecincies: We will stay with
the normal 2nd Ed rules since that is what we are familiar with unless
you are making a pure Skills and Powers PC.
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Weapon Proficiencies: I would like to stay
with the Specialization and Double-Specialization rules from 2nd Ed and
Fighter's Handbook. If a majority want to use the Mastery rules we
can switch.
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Charecter Sheets: I do want the charecter
sheets to be as detailed as possible. Please include the rules for
encumberance. encumberance will be an optional rule. Also, I want
everything shown on the sheet and how you got there. I want all combat
bonuses plainly shown as well as all non-weaps detailed as to why the score
is what it is. This will be kept up so every bonus gained at a specific
level is shown including HP's. It is up to the player to know what
everything his PC can do so learn exactly what all the non-weaps can do
as well as any magic item you have. Wizards and Clerics will be responsible
for their spells and I may be able to print out a Spell Book for the PC.
For examle: If your cleric can turn undead, you should have all the
rolls for that on your sheet. I don't want to stop play-time any more than
necessary. Feel free to ask if you need something explained and when
in doubt put it on the sheet.
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Starting Money: Starting funds need to be
rolled up as per the rules and everything that the character has must be
bought out of that fund. I would like to see tabulations of purchasing
the starting equipment. Not that I don't trust any of you, but it
is important to this game. There will be no "standard adventurer's
pack B" in this game. Spell books need to be bought and kept up to date.
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Character Death: Will happen. If both
PC's die, then the player will have to wait patiently until I can bring
them into the game in a correct way. Be warned, this could take a while.
Early in the adventure and towards the end are the best and easiest time
to bring in new characters. My best advice? Don't die in the middle.
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Combat
Will Be Ran this way
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Spell
Books will be used
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Here are the Encumberance
Rules that I will be using now.