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<big>This page is storage for Randy's house rules</big> | <big>This page is storage for Randy's common house rules</big> | ||
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===Approval for the Leadership feat is granted on a case-by-case basis=== | ===Approval for the Leadership feat is granted on a case-by-case basis=== | ||
*'''Building cohorts''' uses the same process as creating PCs, except that cohorts have | *'''Building cohorts''' uses the same process as creating PCs, except that cohorts have fewer points to spend on abilities, can never gain the Leadership feat, and cannot take Magic Item Creation feats (those given by classes and prestige classes are permitted, but please do not use the cohort as a magic item creation machine). | ||
*'''Cohorts are full members of the adventuring party.''' As such, they receive a full share of treasure | *'''Cohorts are full members of the adventuring party.''' As such, they receive a full share of treasure. | ||
*'''You will have to roleplay your cohort.''' From time to time the cohort will have to be played for an entire session, with the DM running the main PC. This is to ensure that full thought is being put into the development and roleplaying of the cohort. | *'''You will have to roleplay your cohort.''' From time to time the cohort will have to be played for an entire session, with the DM running the main PC. This is to ensure that full thought is being put into the development and roleplaying of the cohort. | ||
===Some notes about Cohorts=== | ===Some notes about Cohorts=== | ||
*Cohorts aren't secondary characters, they are assistants. As such, they aren't as special as the PC, which means that their abilities scores aren't as good. | *Cohorts aren't secondary characters, they are assistants. As such, they aren't as special as the PC, which means that their abilities scores aren't as good. Thus they will typically have a lower ability point buy. | ||
== Critical Fumble == | == Critical Fumble == | ||
'''A natural 1 always fails on an attack or confirming a critical.''' When a natural 1 is rolled, the DM rolls a d4 with the following results; 1-hit yourself for half damage, 2-hit an ally within reach for half damage, 3-weapon breaks*; and 4-drop the weapon if manufactured or nothing if using natural weapons. | '''A natural 1 always fails on an attack or confirming a critical.''' When a natural 1 is rolled, the DM rolls a d4 with the following results; 1-hit yourself for half damage, 2-hit an ally within reach for half damage, 3-weapon breaks*; and 4-drop the weapon if manufactured or nothing if using natural weapons. For natural attacks, use 1,3-self and 2,4 friend. | ||
*In the case of magical weapons, I'll record how many times "break" comes up for the weapon. If the number of times exceeds the plus on the weapon, it breaks. (Yes, this is unfair to weapons with enhancements other than pluses.) | *In the case of magical weapons, I'll record how many times "break" comes up for the weapon. If the number of times exceeds the plus on the weapon, it breaks. (Yes, this is unfair to weapons with enhancements other than pluses.) |
Latest revision as of 08:55, 23 September 2011
This page is storage for Randy's common house rules
Alignments and examples
- Lawful Good: Superman
- Neutral Good: Captain Picard
- Chaotic Good: Indiana Jones
- Lawful Neutral: Adama (Battlestar Galactica)
- Neutral: Unaligned (you’re still boring)
- Chaotic Neutral: Jayne (Firefly/Serenity)
- Lawful Evil: Darth Vader
- Neutral Evil: Bender (Futurama)
- Chaotic Evil: Randy
Most of these are from the April Fools Day page at WotC.
Leadership
Approval for the Leadership feat is granted on a case-by-case basis
- Building cohorts uses the same process as creating PCs, except that cohorts have fewer points to spend on abilities, can never gain the Leadership feat, and cannot take Magic Item Creation feats (those given by classes and prestige classes are permitted, but please do not use the cohort as a magic item creation machine).
- Cohorts are full members of the adventuring party. As such, they receive a full share of treasure.
- You will have to roleplay your cohort. From time to time the cohort will have to be played for an entire session, with the DM running the main PC. This is to ensure that full thought is being put into the development and roleplaying of the cohort.
Some notes about Cohorts
- Cohorts aren't secondary characters, they are assistants. As such, they aren't as special as the PC, which means that their abilities scores aren't as good. Thus they will typically have a lower ability point buy.
Critical Fumble
A natural 1 always fails on an attack or confirming a critical. When a natural 1 is rolled, the DM rolls a d4 with the following results; 1-hit yourself for half damage, 2-hit an ally within reach for half damage, 3-weapon breaks*; and 4-drop the weapon if manufactured or nothing if using natural weapons. For natural attacks, use 1,3-self and 2,4 friend.
- In the case of magical weapons, I'll record how many times "break" comes up for the weapon. If the number of times exceeds the plus on the weapon, it breaks. (Yes, this is unfair to weapons with enhancements other than pluses.)
Double critical hit
If a critical threat is made with a natural 20, and is confirmed with a natural 20, the opponent is immediately dropped to -8.
This modified from the DMG, p28.
Rolling percentile dice
In the d20 system, higher is always better. For example: Timmie was dropped to -5 hp and it’s his turn so he rolls to stabilize (which is a 10% chance). He rolls percentile dice and gets 07. He does not stabilize. The following round he rolls again and gets a 91 and stabilizes! (Note that 90 does not stabilize, you have to roll 91-100.)