DM RULES
Rolling Natural 20s and 1s
In my campaign there is no automatic success or automatic failures for rolling 20s or 1s. Threating and critting works normally, but your roll of 20 + modifier must still reach the target AC or DC to succeed. I am of the opinion that there are some tasks that are nearly impossible to perform (much less than the 5% chance you have to roll a 20). If you roll a 20 and still don’t hit your target’s AC, you probably shouldn’t be attacking that target with that attack (the opponent is so much more skilled than you that you wouldn’t realistically have a chance). If you roll a 1, there is no further effect than you probably missing. If your attack bonus is such that 1 + your attack modifier hits your opponent’s AC, you are skilled enough to hit your opponent every time you try.
Hit Points and Effects of Health Level
Player characters will not know their own or enemies’ hit point totals during play (only their maximum). If a character takes damage, his or her overall status will be reflected on a visible chart that everyone can see as a percentage of overall health (calculated by the DM). The following table details the conventional names and meanings used to describe the health condition of players:
Health |
Name |
100% |
Perfect |
80%-99% |
Minor Wounds |
60%-79% |
Light Wounds |
40%-59% |
Moderate Wounds |
20%-39% |
Heavy Wounds |
1%-19% |
Critical Wounds |
0% |
Disabled |
<0% |
Dying/Dead |
Player Character Death
In the event of a Player Character dying, the normal loss of a level that results from most resurrection magic will only result in a loss of 10% of the character’s total experience points after adding in those gained during the session in which the character died. Spells, such as true resurrection, that impose no penalty do not suffer this effect. If the player instead chooses to create a new character or is forced to create a new character, the new character will start at the same experience point total that the deceased character would have if resurrected (total after session of death – 10%).
Experience Gain
The minimum amount of experience points gained in a given session will be equal to the average player character level multiplied by 500. This arithmetic assures that in a given session the player group average will gain one-half of the needed amount to gain the next level, and the group overall should increase in level at least once every two sessions.
Skill Modifiers
The environment or other factors can sometimes have an effect on certain skills. The DM reserves the right to apply any conditional modifiers at any time.
Hide
A character attempting to use the Hide skill will apply the following modifiers depending on environment. A player can, at any time, request that the DM give the environmental Hide modifier that would be applied, unless the character would, for some reason, be unable to determine it.
DEGREE
OF COVER |
||
Description |
Example
Environment |
Modifier |
NONE (absolute open space with nothing to
hide behind) |
An empty field of short grass, a dungeon
room with flat stone walls, floating in midair |
-20 |
MINIMAL (one or two utilized objects a size
category smaller than character) |
A room with a couple Small crates the
character passes behind, a field of tall grass with occasional shrubbery |
-10 |
LIGHT (several utilized objects a size
category smaller than character) |
Light forest branches and trees thinner
than a human, a warehouse with many crates/objects utilized |
-5 |
MODERATE (one or two utilized objects the same
size category as character) |
A field with one or two utilized trees
wide enough to fully conceal a human |
+0 |
HEAVY (several utilized objects the same size
category as character) |
A woods or forest with several trees
large enough to conceal character |
+5 |
VERY HEAVY (many utilized objects large enough to
conceal the character) |
Thick forest or woods, a foyer with many
large pieces of furniture |
+10 |
COMPLETE COVER (character concealed completely at all
times during move) |
Character on opposite side of a wall, total
concealment |
Character cannot be located by sight |
OTHER
FACTORS |
||
Description |
Example
Environment |
Modifier |
Spotter completely unfocused |
Creatures participating in battle or
other activities that demand nearly all their attention |
+10 |
Spotter distracted |
Creatures participating in conversation
or focusing on an activity |
+5 |
Spotter neutral |
A man sitting on lake shore thinking
while watching the landscape |
+0 |
Spotter paying attention |
A guard who is on duty and watching for
intruders |
-5 |
Spotter alerted to hider’s presence |
A guard who hears movement or has hider
pointed out to him |
-10 |
Notes: Creatures must be able to see in the light conditions to use the Spot skill. Other factors may affect these checks as well, such as what direction the spotter is facing. Final result is up to DM’s discretion.
Move Silently
A character attempting to use the Move Silently skill will apply the following modifiers depending on environment. A player can, at any time, request that the DM give the environmental Move Silently modifier that would be applied, unless the character would, for some reason, be unable to determine it.
DEGREE
OF NOISE |
||
Description |
Example
Environment |
Modifier |
NONE (no significant noise) |
Deep in a subterranean cave |
-20 |
MINIMAL (relatively quiet natural white noise) |
Wind rustling in leaves of trees and
birds chirping in distance |
-10 |
LIGHT (relatively quiet noise) |
People having a whispered conversation |
-5 |
MODERATE (Common noise) |
Ocean waves lapping on shore, creatures
having conversation at normal volume |
+0 |
HEAVY (Loud activity or multiple normal
activities) |
Small group of people talking, walking down
busy street, a moderately-busy tavern |
+5 |
VERY HEAVY (Very loud activity) |
During battle, in a large market area
with many people talking and many happenings |
+10 |
OVERPOWERING (noise so loud that it’s virtually impossible
to hear sneaking creatures) |
The stands at a gladiatorial arena where
the crowd is cheering wildly, standing near a performing band |
Character cannot be heard |
OTHER
FACTORS |
||
Description |
Example
Environment |
Modifier |
Listener completely unfocused |
Battle, listener passionately cheering
for a winning gladiator |
+10 |
Listener distracted |
Listener having normal conversation |
+5 |
Listener neutral |
Listener sitting on lakeshore fishing |
+0 |
Listener paying attention |
Guard standing watch in a watch tower |
-5 |
Listener alerted to sneaker’s presence |
Guard is told by companion guard that he
heard something |
-10 |
Notes: Other factors may affect these checks as well, such as distance from sneaker to listener. Final result is up to DM’s discretion.