House Rules

A Word For the Weary

I will be giving you a few battles you won’t be expected to be able to defeat the monsters because of the nature of this world. You also might hear about places that are beyond your capability to conquer at your current level. You should use a little bit of caution when picking some fights for this reason, but these won’t be a normal occurrence, just something to be weary of.

Changing A Character and Character Death

I also think I will be implementing a new rule called Gritty Death: For each death saving throw you have failed, you lose 1/4 off your maximum hit points temporarily – you cannot be healed above this limit. (For example, if you’ve failed two death saving throws, you can only be healed up to your bloodied value until you remove some of them). This can be circumvented by using something like the Restoration rituals. In addition, for the first failed saving throw, you are dazed and weakened for 1 round after being “awakened” and after the second saving throw, you are dazed and weakened, saving throw ends. You still, after the second failed saving throw, go into a comma where, you only have to make a DC 5 saving throw to keep from dying. This will take place instead of the current death saving throw system.

Additional/Variant Rules
World Effects

One last thing to mention is, if you didn’t already read about it, there have been many difficulties faced by the inhabitants of Sihrbrea. Some of these are are bad Lunar Affliction, and some could be harnessed to create an even more unique character such as the spellscarr trait. Don’t forget to look at this when creating your character.

Races
Classes
Implementing
  • Ability scores are based upon the standard point buy system.
  • Upon character creation, you may shift one of your racial ability mods into another ability score but they cannot be the same ability. For humans the ability bonus is +3 instead.
  • You start using the same rules as starting at a higher level in the DMG. This means the starting equipment is composed of three magic items, choose one item of your level + 1, one
    item of your level, and one item of your level – 1. In addition, you have gold pieces equal to the value of one magic item of your level – 1. You can spend this money on rituals, potions, or other magic items, or save it for later.
  • Characters have 1 Action Point at Heroic Tier, 2 at Paragon Tier, 3 at Epic Tier each day.
  • Spending an Action Point gains you either an action OR you may regain an Encounter Power. You may also choose to use an Action Point to attempt to regain a Daily Power. Roll a DC 10 (d20) saving throw and on a success, you gain the daily back. Can choose to use 2 AP’s to guarantee Daily and have same chance to gain a used encounter.
  • Extended rests that are more comfortable than a bedroll in the woods will grants extra healing surges afterward. So a warm bed and hot food yields an extra HS, while more luxurious standards yields 2 extra healing surges the next day or possibly a extra AP’s
  • Retraining can be done on Feats, Powers, and stuff individually (not grouped into only letting you do one)
  • Aid Another: Roll against the standard DC for the skill. Success means +2 is added to the primary. Failure means -2 to the primary if it is missed by 5 or more.
  • If your character gets taken down to 0 (exactly 0 Hit Point), you are unconscious. You can still make save throws to see if you get a 20 to spend a healing surge (as normal) but you do not make “death saves”. You’re not dying, just knocked out.
  • The Skill Training feat gives you training in two skills, not one.
  • Everyone gets one Expertise feat, re-trainable every level (without taking your Retraining spot), for free.
  • If you create a Character on here and create a character background telling me these key character points you will also receive an additional magic item of level 6 or lower. You may request certain items, but I might not give you exactly what you want. The other choice is a Character Background.
Maybe Implementing
  • Active Defense: As written, attacks are always active and defenses are always passive. What I mean by active and passive is, “what requires the roll of a die?” Attacking? Roll D20. Defending? Call out your defense score (which, mechanically is like “taking 10” on defense). I intend to put all activity into the hands of the players. In other words, monsters are always passive, whether on attack or defense. If you wanna know how I’m going to have it work go here. This one might not be implemented for the mere fact we end up using maptools.
  • Counter Attacks I’m still considering this too. Instead of dropping your weapon on a natural 1, target being attacked gets to roll a countering basic attack roll against the roller. No other powers may be used with this attack roll unless they can be applied to opportunity attacks. While counter-attacking, you are considered to have combat advantage against the enemy. The only ones able to counter attack are those being attacked if it is a melee attack, and if it is a ranged attack, either anyone in range to melee attack the roller is able to attack or if no one attacks, the roller has a +2 circumstance bonus for the next attack against him, as long as the attack is made before the roller’s next turn (note: if used this way, the attacker against the roller does not have combat advantage against the roller, but a circumstance bonus that may be applied in addition to any combat advantage the roller might have.

House Rules

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