RolePlay onLine RPoL Logo

, welcome to ADnD 2nd - The Adventurers' Lounge

20:50, 24th April 2024 (GMT+0)

House Rules and Important Game Rules.

Posted by DM HeathFor group 0
DM Heath
GM, 4361 posts
Mon 23 Jul 2012
at 21:44
  • msg #1

House Rules and Important Game Rules

This is where specialized rules are posted, most of which are for game balance and adjusting to a PBP format, but also based on occasional player requests.

I will also put here other important game rules and some links to adventure summaries for your perusal.
This message was last edited by the GM at 22:15, Thu 06 June 2013.
DM Heath
GM, 4363 posts
Mon 23 Jul 2012
at 21:48
  • msg #2

COMBAT

HOUSE RULES FOR COMBAT

Initiative:

1) Generally, I do initiative on a party-wide basis, taking into account special situations (for example, Borimer's proficiency); this is for ease and smooth processing of the combat.  However, I do switch to the more complex rules for initiative when the situation makes it seem like a good idea.

Combat Round:

2) Generally, a combat round is considered to be 6 seconds (not one minute as in the rules).  However, a combat round is more loosely defined by me as the time it takes for everyone to complete one combat round's worth of actions, even if that is longer or shorter.

A normal (non-combat) round is 1 minute and a normal turn is 10 minutes.
This message was last edited by the GM at 17:13, Wed 25 July 2012.
DM Heath
GM, 4364 posts
Mon 23 Jul 2012
at 21:49
  • msg #3

MAGIC

HOUSE RULES FOR MAGIC

Magic Items:  Anyone can use a magic item (except scrolls).  However, if a spell is involved (e.g., Wand of Frost), non-spellcasters must make an intelligence check to accurately use the item or the charge is lost (and worse on a critical miss).

Spell Casting:  A higher level spell can be sacrificed for a lower level spell at a 1:1 ratio.  So, for example, you can sacrifice a 2nd level spell to cast any 1st level spell you can otherwise cast.
This message was last edited by the GM at 16:16, Wed 12 Sept 2012.
DM Heath
GM, 4365 posts
Mon 23 Jul 2012
at 21:49
  • msg #4

MISCELLANEOUS

OTHER HOUSE RULES

For Character Development House Rules, including increase of attributes, go to the character creation and development thread:  link to a message in this game  (See Message #4, attribute increases at every 3 levels and prime requisite attribute increases every 5 levels.)
This message was last edited by the GM at 22:12, Mon 30 July 2012.
DM Heath
GM, 4458 posts
Mon 10 Sep 2012
at 18:11
  • msg #5

Re: MISCELLANEOUS

HOUSE RULES FOR SPECIFIC SPELLS

Mage Spells

Identify

The Identify spell is modified for house rule purposes as follows:

If the Mage specifically reserves an identify spell before resting (as opposed to it being used by an open slot), then he may use it to identify one object without other preparations upon casting the spell.  This process requires 1 hour.  (The mage does not lose constitution.)

If the Mage does not specifically reserve the spell but instead uses an open slot, this process requires 4 hours. (The mage does not lose constitution.)

If the Mage wishes to identify multiple objects at the same time, the following rule applies (which is the description in the normal rules as modified below), up to a number of items equal to the level of the caster:

When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.

The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5thlevel wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.

The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged.
 

After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an
 unconscious character).

DM Heath
GM, 4479 posts
Wed 12 Sep 2012
at 16:16
  • msg #6

Re: MISCELLANEOUS

Updated house rules for magic.
DM Heath
GM, 4729 posts
Mon 20 May 2013
at 22:38
  • msg #7

Re: MISCELLANEOUS

House Rules for Magic (including healing spells):

link to a message in this game
DM Heath
GM, 4754 posts
Thu 6 Jun 2013
at 22:13
  • msg #8

IMPORTANT GAME RULES

IMPORTANT LINKS FOR RULES

Character Creation (NEW PLAYERS START HERE):  link to a message in this game

Player Expectations and Tips (NEW PLAYERS: PLEASE READ; OLDER PLAYERS: PLEASE REVIEW OCCASIONALLY): link to a message in this game

Combat (what to post): link to a message in this game

Original/Unique Weapons and Equipment:  link to a message in this game

Rule Clarifications: link to a message in this game

Previous thread of "Everything you need to know": link to a message in this game


MINOR AREAS FOR SETTING REFERENCE

Setting Summary: link to a message in this game

Orders and Religions: link to a message in this game

Orc Decrees and Laws: link to a message in this game

The Caste System Under Orc Rule:  link to a message in this game

Races: link to a message in this game

Experience Points (sample): link to a message in this game



SUMMARIES OF ADVENTURES:

Temple of Ashmere Summary of Events: link to a message in this game

DM Heath
GM, 4970 posts
Mon 11 Nov 2013
at 17:54
  • msg #9

Re: IMPORTANT GAME RULES

CRITICAL HITS/MISSES:

Here is from the rules:

"The attacker must roll a natural 18 or higher and hit his opponent by a margin of 5 or more. Then, if the victim fails a saving throw vs. death, a specific injury occurs."

So to be a critical hit, your roll must meet all of the following:  (1) a natural roll of 18 or higher; and (2) a hit by 5 or more above what is needed to hit.  An enemy then gets a saving throw vs. death to avoid a specific injury (from the chart).  Double damage is awarded, however, even if the saving throw vs. death is made.

The chart I use if from the Players Option: Combat and Tactics guide.

However, a natural 20 or natural 1 will always result in something unusually good or bad, just to keep the spice in the game.
This message was last edited by the GM at 17:55, Mon 11 Nov 2013.
DM Heath
GM, 5530 posts
Mon 29 Jun 2015
at 20:14
  • msg #10

Re: IMPORTANT GAME RULES

House Rules for Magic (including "Cure" spells for healing): link to a message in this game
Sign In