Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

October 14, 2024

My Castles & Crusades House Rules: Part 6 - Miscellany & Weirdness

"Rolling the Cosmic Dice" by armieri
Here is a hodgepodge of various rules and weird things to wrap up these C&C house rules posts.


Dice Rolls

  • Only dice rolled on the table count. If a die hits the floor, it will be re-rolled.
  • Cocked die rolls are re-rolled.









Gnomish Healing Brandy

(originally posted here)


"Caizen the Redcap Hunter" by CrypticTijero
Rationale:  

  • By the book, potions of cure light wounds (a.k.a. potions of healing) go for 300 gp a pop.  That is a bit pricey for low-level PCs, but I like how C&C keeps magic a bit rare and didn't want to mess with that.  Gnomish Healing Brandy was my answer; a good dose of healing for a reasonable cost, but with some side-effects.  It should be suitable for any D&D-style game.

Cost:

  • 50 gp
  • Note: price may vary by availability and how willing the gnome brewer is to sell to non-humans

Description:

  • An amber liquor that smells richly of honey and blackberries. It tastes overly sweet, but it is light and easy going down the hatch. The brandy is usually bottled in a drinking gourd. The recipe is a closely guarded secret.

Effect:

  • Heals 1d6 HP, but the character must make a constitution save (CL 0) or suffer -1 to hit and -1 to AC for 1d4 rounds due to the extreme buzz.
  • A flask contains one dose and multiple doses can be taken (1 per round).  However, a save must be made for each dose and the effects are cumulative.
  • For example, a character that took two doses would make a save for each dose and, if both saves failed, the character would suffer -2 to hit and -2 to AC.
  • The CK may rule that failed saves result in other ill effects (e.g., troubling casting spells, penalties to dexterity or charisma checks, etc.)
  • The character must be conscious or, at the least, at 0 HP to take a dose.


Carousing Mishaps

by Jeff Rients  (also available in Fight On! Issue #4)

  • These tables are now ubiquitous, but you gotta love the original.
  • Please see Jeff's blog for the details! - Party Like It's 999!








On Being Turned to Stone compliments of Jonathan Drain

  • A character turned to stone can attempt to strike a heroic pose in order to make a better looking statue. If sold, his statue fetches 100 gp times the result of a Charisma check.



October 7, 2024

My Castles & Crusades House Rules: Part 5 - Experience Points & Gaining Levels


"Netease-Black Bind" by Yin Yuming
Experience Point (XP) Award Nominations
  • In addition to XP earned for monster slaying, treasure, story bonuses, etc., characters may earn XP for good game play by the player. 
  • After each session, players can send the Castle Keeper (CK) a message nominating anyone (including themselves) that did a great job at the session. 
  • Although players can provide their nominations publicly, an email or a private message is preferred. 
  • Players are encouraged to nominate themselves because often something subtle, but important, goes overlooked by the group or CK.
    • Once the CK receives the nominations, they evaluate them, consider the session themselves, and issue out XP Awards accordingly.
    • "Good game play" can be anything that contributes to the game session overall. 
      • Examples of good game play:
        • kicked ass in combat in a particular fashion
        • did something really cool in combat, even if it wasn’t overly effective
        • two words: Epic Fail
        • role-played very well
        • busted up the group in laughter
        • pleased the CK in some inane manner
        • brought pie
        • got the CK drunk

    "Mentor of the Meek" by algenpfleger

    No Training Required to Level Up

    • Per the Players Handbook, a character has to train after earning enough XP to level up.
    • House rule: Whenever a character has enough XP, they level up whenever they're able. Meaning, you don't level up in the middle of an encounter, but pretty many other time. 
    Rationale: XP is hard-earned. No sense delaying the fun of leveling up.  Besides, XP is an abstraction so why stress about it?  Besides, I don't reminder Conan or Strider stopping every to train.

    "Pirate Treasure" by Miggs69

    All Loot and Monster XP is Shared

    • Per the Players Handbook:
      • Monsters defeated (not necessarily slain): XP is shared for all party members.
      • Money acquired (e.g., coins, gems, jewelry, etc.):  XP is shared for all party members.
    • House rule: Magic item XP is also shared throughout the party, not just the individual PC. This XP is immediate (rather than for only the individual character that acquires it and only after using it for a while).
    Rationale:  Assigning XP to only the character who acquires a magic item can encourage some weird competition/envy/annoyance among a group. It seems unfair to doubly reward the character/player - they get both the advantage of the item and also the XP value?  It's pretty rare for a character to get a magic item without the help of other party members.  Also, I reward the XP once acquired, rather than after use, simply because it's a book-keeping headache otherwise.


    "Jewels" by Jonas Akerlund
    Monetary Values Known for Gems, Baubles, and Goods

    • When gems, jewelry, statues, and the like are acquired by the party, the CK will immediately relate the monetary value for these items.
    Rationale: This simply makes for easier book-keeping.

    September 30, 2024

    My Castles & Crusades House Rules: Part 4 - Spell Casting Rules

    Dwarves vs Duergar by Brian Paul Thomas

    Disclaimer:  Many of the rules below are not original house rules, but rather optional rules detailed in the Castle Keepers Guide.  For those, I'll focus on my rationale for choosing to use those rules more than the specific content (go read the CKG, you bastards).


    Allowed Spell Resources

    Detect Alignment and Detect Neutrality Works Only on Things, Not People

    • The detect alignment and detect neutrality spells do not function in regard to sentient beings.
    • The spells do work for insentient entities, such as magic weapons or haunted locations, because such effects are typically a function of magic or supernatural power.
    • Higher-level spells and spell-like abilities with similar capabilities function normally.
    Rationale: This spell can make interactions with NPCs and monsters too easy (especially for 0 level spells).
    Player 1: "Can we attack this guy?"

    Player 2: "I cast detect alignment."

    CK: "You're picking up evil vibes."

    Player 1: "Nice. Let's kill this dude!" 

     

    "Necromancer" by Jonathan Chong

    Spell Slots (optional rule from CKG)

    • Rather than spellcasters needing to memorize/select spells beforehand, the player uses their number of allotted spells per level as "spell slots."
    Rationale: I have nothing against the traditional Vancian magic system.  While the flexibility of spontaneous spell casting/selection is a bonus for the players, my primary reason is to keep things moving at the table.  Not always, but daily spell selection can (understandably) result in a good bit of table talk time.  The spell slot approach eliminates that.










    "Wizard" by Jonas Akerlund
    Spell Casting Focus (optional rule from CKG)
    • Spellcasters perform a ritual to charge up a special focus (e.g., a staff, wand, gem, crystal ball, holy symbol, etc.) with the spell components needed to cast that spell.  
    • When the spellcaster wishes to cast that spell, they call upon the power of those components from within the focus to do so. 
    • The player then tracks the use of the component "charge" from the focus.
    • The character then later reloads the focus after acquiring the necessary spell components.
    • If a spell doesn't require a material component, the focus isn't required.

    Rationale: In almost every D&D-ish game I've run, there has been little-to-no attention paid to spell components.  I like how the focus works like charges in a wand and the element of resource management.  I also like upping the importance of a spellcaster having a cool item. It's a concrete way to bring into play that classic image of a wizard with a staff or wand or cleric holding a holy symbol.



    "Hood" by MOONO Illustrations
    The Illusionist Makes Healing Rolls, Not the Recipient 
    (Formerly an optional rule from CKG; now the standard rule in current Players Handbook printings.)
    • One of the unique things about C&C is that the Illusionist class has access to healing spells. 
    • The idea is that Illusionist tricks the target into believing that they are healed and the target's body responds accordingly. 
    • In earlier printings of the PH, the target had to fail an intelligence save in order for the spell to work.
    • Instead of that, the Illusionist has to make the attribute check for the spell to work. 
    Rationale: Requiring the target to fail a check to get the benefit was just weird (although I understood the reasoning).  I like the idea of putting the power into the caster's court, rather than the recipient's. Given that the rule was changed, seems like I was not alone. 


    September 23, 2024

    My Castles & Crusades House Rules: Part 3 - SIEGE Checks (B.S. Bonuses & Crits)

    "Giant Slayers" by Scotchlover

    Background Story (B.S.) Bonus

    • Before a SIEGE check, if a player relates some story or experience from their character’s past that applies to the current situation, the Castle Keeper (CK) may grant a bonus to the SIEGE check roll. 
    • If a player comes up with a convincing reason, the CK may grant a bonus for a SIEGE check and/or allow the player to add the character's level to the roll in a situation where one would normally not.
    • The player must then write this information down on his character sheet and it becomes a permanent part of the character’s story.
    • For example, if the player explains that long ago his dad would take him out to pick wild blueberries, he may receive a +2 bonus to his foraging for blueberries roll (see here for more info: link).


    Critical Success
    • If you roll a 20 on a SIEGE roll, good things happen.  GREAT SUCCESS. 
    • CK and/or player come up with something.

    Critical Failure
    • Likewise, if you roll a 1, bad things happen.  FRANK DREBIN ACTION.
    • CK and/or player comes up with something.

    September 16, 2024

    My Castles & Crusades House Rules: Part 2 - Combat

    Initiative

    • Initiative will be resolved by the book with the following changes/clarifications:
      • We will use a d12 instead of a d10. (Why? Because f*ck you, that's why.)
    • Ties with opponents go to the player.
    • Ties between players are resolved by the players (roll off, discussion, etc.).

    Surprise Roll
    • The CK will roll as normal. 
    • For the players, each player will roll a make a wisdom or dexterity check. 
    • The highest roll will be used for the entire group.



    Shields and Dual Weapon Wielding
    • If a PC fights with two weapons, the standard attack penalties apply if the PC wishes to attack with both weapons during the round. Otherwise, the second weapon (which must be medium or smaller), grants an AC bonus.
    Small Weapon
    • +1 to AC but only for one attack per round (which will be the first attack unless otherwise specified by the player).
    • No AC bonus versus ranged attacks.
    Medium Weapon
    • +1 to AC for all attacks that round
    • No AC bonus versus ranged attacks
    Shields
    • +1 bonus to the AC bonus listed in the Players Handbook  (i.e., +1 to whatever a shield normally gives)
    • AC bonus against both melee and ranged attacks


    Critical Success & Failures

    Critical Hits
    • A natural 20 always hits. 
    • If that is the only way the PC could hit, there is no extra bonus. 
    • Critical hits are resolved via “Great Hits & Terrible Misses” tables from The Crusader #7 (although a “00” result will result in a re-roll instead of instant death).
    • Players can always opt to do standard, critical damage instead of using the tables.
    • When a PC is the victim of a critical hit, the player can decide whether to receive the normal critical damage or to suffer the effects of the tables.
    Critical Fumbles
    • A natural 1 always misses. 
    • If the PC would normally hit (i.e., due to attack bonuses), it is simply a miss.
    • Critical hits are resolved via “Great Hits & Terrible Misses” tables from The Crusader #7 (although a “00” result will result in a re-roll instead of instant death).

    September 10, 2024

    My Castles & Crusades House Rules: Part 1 - Player Characters


    Ensemble of Characters
    • Each player can have up three PCs at his/her disposal. 
    • This three includes any fallen PCs hoped to return to the land of the living. 
    • If a PC ever dies, the player has the option of reserving a slot for that PC or may create a new PC for that slot. 
    • Players may choose any PC prior to the session as long as we are not starting the session mid-combat. In other words, if we end one session while the party is knee-deep in the undead, the PC that was involved must still be involved in the next session. However, if the session ends with the party making camp or simply out of danger, the player can choose to use a different PC the next session. 
    • Please note, whatever items one PC carries are owned by that particular PC. On a case by case basis, the CK may allow players to have one PC give an item to another character so that character can give the item to another ensemble PC the next time that PC is played.
    Character Level
    • First level at campaign launch, afterwards 1d3 levels less than the highest level party member
    Ability Scores
    • Create 3 sets of stats rolling 4d6 and dropping the lowest roll. The player picks the best of the three, but has to assign them in order.
    Starting Hit Points
    • Maximum HP for level 1; new levels: reroll once if the result it a one. If the second time is also a one, it was meant to be.
    Races
    • Standard races
    Alignments
    • No evil alignments (I ain't got time for player vs. player conflict).
    Classes
    Starting Wealth
    • Standard
    Supplemental Rules



    April 20, 2010

    Beer, Pretzels, and Death - The House Rules of My Rappan Athuk Campaign


    Here are the House Rules I have up at Epic Words for my players' perusal.  Figured I'd share them with the blogosphere.  Feedback is welcomed.

    Allowed Source Material
      Player and DM Sources
    • Player's Handbook
    • Dungeon Master's Guide
    • The Hypertext d20 SRD
    • Player's Handbook II
    • Various "Complete..." books per DM approval
    • Relics & Rituals I & II (with limitations)
    • Spell Compendium
    • Eldritch Sorcery
    • Magic Item Compendium
    • Arms & Equipment Guide
    • Ultimate Equipment Guide
    •  
      Campaign Materials
    • Rappan Athuk Reloaded
    • Bard's Gate
    • lots and lots of monster books...
     Character Generation

    Starting Level: 6
    Ability Scores: Point Buy-High-powered Campaign: 32 Points (DMG p.169)
    Starting HP: Maximum HP for level 1; additional HP rolled at the table with DM present
    Starting Wealth: 13,000 gp (standard)
    Restrictions:
    o No evil alignments [Frost: Not really a moral qualm here, but I've learned allowing evil alignment causes more headaches than it's worth.]
    o No custom magic items
    o The DM reserves the right to refuse any character feature regardless of the materials listed as Source Material.
    o Seek DM approval for using any class, item, race, etc. not listed in the Source Material.

    Ensemble of Characters [Frost: This was inspired by a post at someone's blog.  I believe it was Jeff Rient's blog, but I can't find the particular post.  I've never played Dark Sun, but I think that had something similar, too].
    Each player can have up three PCs at his/her disposal. This three includes any fallen PCs hoped to return to the land of the living. If a PC ever dies, the player has the option of reserving a slot for that PC or may create a new PC for that slot. Players may choose any PC prior to the session as long as we are not starting the session mid-combat. In other words, if we end one session while the party is knee-deep in the undead, the PC that was involved must still be involved in the next session. However, if the session ends with the party making camp or simply out of danger, the player can choose to use a different PC the next session. Please note, whatever items one PC carries are owned by that particular PC. On a case by case basis, I may allow players to have one PC give an item to another character so that character can give the item to another ensemble PC the next time that PC is played.

    Death (from "The High Cost of Dying" by Andy Collins)
    Any time a character is raised from the dead (by any effect that would normally cause a level loss), instead of losing a level, he picks up a special negative level. Unlike a normal negative level, this one can't be eliminated with restoration or any other kind of magic short of a miracle or wish. The character suffers all the normal penalties for a negative level--a -1 penalty on attacks, saves, and ability and skill checks; -5 hp; -1 to effective level for determining the effect of special abilities; and 1 spell or spell slot from the highest level castable.

    This negative level remains until the next time the character gains a level. Each time you gain a level, you remove one of your special negative levels. (It's kind of like going up two levels at the same time.) If you're carrying around more than one of these special negative levels, you only lose one of them this time; you'll have to wait until your next level to lose another one.

    True resurrection (and similar effects that restore life without causing level loss) bring a character back without this special negative level.

    This rule applies to energy drain as well. If the saving throw caused by an energy draining attack fails, the negative level simply becomes "permanent" until the character gains another level. Restoration magics still work to remove the permanent negative level created by energy drain. Players must keep track of the origin of each of their special negative levels (since restoration can fix those from energy drain, but not from resurrection).

    Critical Hits
    Critical hits are resolved via the Critical Hit Deck per the rules of the deck with a couple exceptions. Players can always opt to do standard, critical damage instead of using the deck. Also, when a PC is the victim of a critical hit, the player can decide whether to receive the normal critical damage or to suffer the effects of the deck.

    Critical Fumbles
    Critical fumbles are resolved via the Critical Fumble Deck per the rules of the deck.

    Critical Success/Critical Failure for Skill/Ability Checks
    We are using the Variant rule from the DMG (p.34). If you roll a 20 on a skill roll, roll again. If you succeed again, good things happen. Likewise, if you initially roll a 1, roll again. If you fail again, bad things happen.

    Gems, Baubles, and Goods
    When gems, jewelry, statues, and the like are acquired by the party, the DM will immediately relate the monetary value for these items. This simply makes for easier book-keeping.

    Deities
    Gods from any pantheon can be worshiped, however, here is a listing of some of the common ones for this setting: Deities of the Bard's Gate Region [I can't link to the list on Epic Words, but my listing is very similar to the one Duke Omote used.  Thanks again for sharing that info, Duke!]

    On Being Turned to Stone (compliments of Jonathan Drain)
    A character turned to stone can attempt to strike a heroic pose in order to make a better looking statue. If sold, his statue fetches 100 gp times the result of a Charisma check.

    Movement
    Diagonal movement is 5 ft. instead of the normal rule for diagonal movement (i.e., every other diagonal move counts as 10 ft.). Frankly, the normal rule causes nothing but aggravation for some of us (namely, the DM) and slows down game play. Also, to speed up play, players and the DM may feel free to use the Ranger measuring tool or a tape measure to measure movement. [Frost: This is known as the "anti-Tron movement rule" as I had a tendency to move miniatures like light cycles rather than move them on diagonals because it would always throw off my counting.  I know, for some it isn't that hard, but it was nigh-impossible for this DM once a few beers were consumed.]

    Purchasing Magic Items (from the Pathfinder PRD)
    Magic items are valuable, and most major cities have at least one or two purveyors of magic items, from a simple potion merchant to a weapon smith that specializes in magic swords. Of course, not every item is available in every town.

    The number and types of magic items available in a community depend upon its size. Each community has a base value associated with it (see Table: Available Magic Items). Bard's Gate is a metropolis. There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major).

    Nonmagical items and gear are generally available in a community of any size unless the item is particularly expensive, such as full plate, or made of an unusual material, such as an adamantine longsword. These items follow the base value guidelines to determine their availability, subject to DM discretion.

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