From 6597bdc82ca5d542bc6d69da25fa129b18ecba28 Mon Sep 17 00:00:00 2001 From: Zachary Vance Date: Wed, 27 Jan 2021 03:36:17 -0800 Subject: [PATCH] Expand house rules --- aldenmarsh/build.md | 14 +++++++------- aldenmarsh/house_rules.md | 24 +++++++++++++++++++----- 2 files changed, 26 insertions(+), 12 deletions(-) diff --git a/aldenmarsh/build.md b/aldenmarsh/build.md index 82ea554..dcf69a9 100644 --- a/aldenmarsh/build.md +++ b/aldenmarsh/build.md @@ -3,23 +3,23 @@ 1. Generally, if you want to make some changes to fit your character idea, ask! I'm pretty open to it, and while I might not always say yes, I'll at least offer an alternative. Anything aesthetic-only will almost certainly be approved (ex. changing spell descriptions without changing game effects, or changing what starting equipment looks like). 1. Add yourself on roll20. Ask the DM for a character sheet (and character sheet for a familiar if needed) 1. **Attributes**. You may choose any of the following methods: - - Roll 4d6 six times, each time discarding the lowest die. Re-order however you want. - - Take the standard array: 15, 14, 13, 12, 10, 8 - - Use standard point buy (27 points) + 1. Roll 4d6 six times, each time discarding the lowest die. Re-order however you want. + 1. Take the standard array: 15, 14, 13, 12, 10, 8 + 1. Use standard point buy (27 points) 1. Allowed **classes and races** definitely include everything in the books listed below. For anything else, ask! - - The Player's Handbook - - You MAY take a feat as a human at first level + - The Player's Handbook. You may use "variant human" if you want. Wild magic sorcerers will find surge effects at the DM's discretion. - Volo's Guide to Monsters - Xanathar's Guide to Everything - Tasha's Cauldon of Everything 1. If you want to tweak your **background** or make a custom background, the answer is yes for anything in the standard "custom background" options, ask me if you want to do anything else +1. **Languages**. All PCs get Aldish (the language of Aldenmarsh) for free, in addition to Common. +1. **Skill proficiencies**. "Intelligence (Noble Education)" is a homebrew skill available to characters who are nobility and may have been educated in Aldenmarsh or around the Magic Sea. It's basically like a classical education--good for fiting in with nobility or sounding educated, but not directly useful for anything. To take it, replace any one skill proficiency you have. 1. Starting **equipment**. You can choose any of the following methods. 1. Take the suggested gear for your class and background 2. Roll for gold as given in the player's handbook. 3. Take the [average roll](average_gold.md) for your class as given in the player's handbook. -1. **Languages**. All PCs get Aldish and Common for free. 1. Write a **character bio**. Include - - Why your character is adventuring at all, and why it's with the party. What is their goal for the next week/month/year? + - Why your character is adventuring at all, and why they're adventuring with the party in particular. What is their goal for the next week/month/year? - What do they look like physically? - What is their personality like? - What's their backstory. At least a paragraph, can me more. diff --git a/aldenmarsh/house_rules.md b/aldenmarsh/house_rules.md index d5f3c85..7571072 100644 --- a/aldenmarsh/house_rules.md +++ b/aldenmarsh/house_rules.md @@ -1,8 +1,22 @@ # House Rules - See [Character Creation](build.md) rules for allowed classes and races. -- We ARE using the optional **feat** rule. -- We ARE NOT using the optional **flanking** rule -- Leveling: XP-based, not milestones. The DM will track it for the group. +- Mostly we're using rules as written, nothing too crazy. - Gods: "Greyhawk" and "Nonhuman" gods listed in the back of the Player's Handbook. Plus [Baneth](baneth.md). -- You can use a "passive" roll for skill checks--just use 10 instead of rolling. -- Generally, if the party is using one approach, they make one roll (with advantage for assistance)--the entire party wouldn't roll perception checks to look for a secret door. +- Leveling is XP-based, not milestones. The DM will track it for the group. Generally XP is awarded for achieving goals the DM or party thinks are important, and most of it will not be for combat. +- Generally, if the party is using one approach, they make one roll (assisting a player is still allowed of course). The entire party wouldn't roll perception checks to look for a secret door. +- Resting is harder during travel. + - While adventuring in a city, the party will get a short rest for an hour break, and a long rest for sleeping overnight. + - While travelling overland, the party will get nothing for an hour break, a short rest whie camping, and along rest for an extended break at an inn in a city. This is to make things more intersting--normally one encounter a day would be the max while travelling. +- We ARE using the optional **feat** rule. +- We ARE NOT using the optional **flanking** rule. +- We ARE NOT using the optional **cleave** rule. +- We ARE NOT using inspiration, healing surges, or hero points. +- We ARE allowing multiclassing. +- Generally players are expected to track their own HP, rations, torches, encumbrance, etc. +- Magic Items + - Players CAN craft their own magic items. Ask the DM for any special requirements. + - In Canyonport, PCs can buy level 1 scrolls (500sp), healing and climbing potions (500sp), +1 armor (3000-5000sp), +1 weapons and ammo (3000-5000sp). Other uncommon items may also be available. + - Selling magic items or buying rarer magic items will be difficult--even though this is the biggest metropolis around, magic items are just rare. + - Some wands recharge, and other don't. Player-created wands do not recharge. + - Magic items are not automatically identified after a rest. Players will need to study them in-game--some will be easy to figure out, and some will be difficult or require an identify spell. + - Magic effects may sometimes interact unexpectedly, for example drinking two potions at once, or casting a fly spell while levitating. -- 2.47.3