Thursday, 7 April 2011

House rules!

Hi Guys Just some house rules today, Then some more Castle Daggerpoint Adventures.

Character Generation

1.Roll for the six ability scores using 3d6 In any order (discounting ones and twos) and then sprinkle two points around to where you see fit.
2. Then pick a race in which the ability scores qualify
3. Pick a class
4. If a fighter or fighter sub-class (IE Barbarian) is chosen and the character has 18 strength, roll for percentile strength.
5. Determine height, weight, and starting age, and once again adjust the ability scores accordingly.
6. Roll for starting hit points. Multi-class characters need to keep track of the separate rolls made
for each class.
7. Choose an alignment. Lawful-Neutral-Chaotic
8. Record Class-specific choices and computations: Spells, Thief Ability’s, Class-specific Ability's
9. Clerics Pick A religion (Ask DM for bonus Domain spells )
10. Roll For gold And buy starting equipment.
11.Choose starting languages. A character starts with none, some, or all of the additional language slots from intelligence. It is often wise to leave a few slots open to learn new languages during the course of play. All characters with the exception of barbarians have literacy in any languages they start with.
12. Spell-casters choose their default spells memorized list.
13.Choose a name for your character, and any other pertinent background or physical details. Non-clerics may choose a religion if they desire.

Classes
House Ruled Class-specific information


Cleric

• Turn Undead – This affects undead that can hear the cleric’s exhortations and see him wave his holy symbol. In many cases, undead will be turned that the cleric cannot himself see. Otherwise, there is no maximum range to this effect.

Druid

• Shape-change - Druids cannot cast spells while shape-changed.

Barbarian

Mixing with Magicians - Barbarians can adventure with magic-users and clerics even at 1st level. However, they will not come to their aid and they certainly won't allow themselves to be recipients of beneficial spells

Rangers

Surprise - Rangers cannot gain their special surprise bonus wearing anything heavier than studded leather armor. Rangers improve the standard chance of surprise by 1; I.E. the normal 2 in 6 becomes 3 in 6; if surprising another party with a ranger in it they even the chance to 2 in 6.

Thieves

Find Traps - If the thief fails the percentile roll, he/she can still possibly find the trap by asking to check for the right things, as can any character class. Basically the percentile roll reflects the character's skill, but does not negate the player's skill.

Move Silently – This skill is generally only necessary outside of melee combat. A failure on the check does not mean the thief was heard; the thief is still moving quietly. But the opposition can now roll for hearing

Remove Traps - Failure to remove a trap does not immediately trigger it. Instead, a d6 is rolled where 1-3 = safe and can try again, 4-6 = trap set off




 

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