House Rules

 HOUSE RULES

 Required Materials
 All players are expected to come prepared with their own set of dice, character sheet, pencils, and books.

 Prohibited Materials
 I ask that all electronics be limited to “reasonable necessity”. This includes laptops, tablets, cell phones, etc. They can be a distraction, and if they are being used for anything not related to the current campaign or emergency calls, you will be asked to put them away.

 Attendance
 Player absence is forgivable and understandable. If a player has to miss a session for any reason, their character will be role played by me, and to the best of my ability. I will try to play your character in line with how you have chosen to play them thus far in the campaign. This is the first of several reasons why detailed and consistent role playing is important. If I have little to no past examples to base you actions on, I may play your character in a way that is contrary to your vision of them, which could have lethal consequences. (I will never make an effort to kill off a character during that player’s absence.) If absence becomes excessive, you may be asked to leave the group.

 Role Playing
 I run a very role play heavy campaign, and I expect a lot out of my players. It will be difficult, if not impossible to advance in level, progress the campaign, or get full enjoyment out of the campaign world I present if you are not a strong role player. If I feel that you are not up for the task, or can not hold your own with the group, you may be asked to leave the game. It's not personal, but it's my job as DM to do what's best for the group.

 Allowed Books and Supplements
 T he only required book will be the 2  nd     Edition Advanced Dungeons & Dragons Player’s Handbook and this wikia. All other materials (Player’s Reference books, Tome of Magic, Dragon Magazine articles, official TSR supplements, etc) are encouraged, but not necessary. I am VERY supportive of players who come to me with additional materials that they wish to incorperate into their character design. I see it as you taking initiatve and interest in your character. All material from these books will be evaluated on a case by case basis. If you find material from a source other than the Player’s Handbook that you would like to use for your character, approach me with it, and we can discuss it. Just be prepared for me to say no, as it many not fit with my campaign and/or may create a power discrepancy. Do not use any material from any book other than the Player’s Handbook or this wikia without first consulting me.

 Chapter 1: Ability Score
 To roll ability scores, use Method V (4d6, drop the lowest, assign scores as desired). NOTE THAT THE FIRST SESSION OF A NEW CAMPAIGN WILL BE A CHARACTER CREATION SESSION. Do not roll a character before this time. If you do, I will make you throw it out. For all additional PC creations, you may do so with your own time.

 Chapters 2/3: Races/Classes
 Racial level limits are not used in my campaign. Any character may advance to any level.

<u style="font-style:inherit;font-weight:inherit;line-height:16.5pt;"> Chapter 4: Alignment
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> In my world, most people are assumed to be some degree of neutral. Like in the real world, alignment is not a cut and dry, black and white ideology. Nearly everyone possesses some degree of good and evil within them, and this balance is constantly playing on every decision they make. There are some exceptions. There are those few who possess such a strong affinity toward evil or toward good that they are essentially devoid of the other. While these people are uncommon, they do exist (approx 90% of people are neutral).

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> The ideas of law and chaos also exist within all people. There are not, however, individuals who embody law or chaos in the same way as good/evil.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> In other words, PCs are mostly likely to be neutral in alignment, while a small few may choose to be good. Evil is prohibited, as evil characters have no sense of goodness and/or right, and threfore rarely work well in a party. The axis of law/chaos is omitted in my campaign.

<u style="font-style:inherit;font-weight:inherit;text-indent:-0.25in;"> Chapter 5: Proficiencies
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"><span style="line-height:16.5pt;font-size:7pt;font-family:TimesNewRoman;border:1ptnonewindowtext;padding:0in;">  <span style="line-height:16.5pt;font-size:10.5pt;font-family:Helvetica;border:1ptnonewindowtext;padding:0in;">We will be using both the weapon and non-weapon proficiency systems (but not secondary skills).

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> All characters gain an additional number of Non Weapon Proficiencies as determined by their intelligence. This number is the same as the number listed in the languages column of the INT table. These additional slots MUST BE SPENT ON INTELLIGENCE BASED NWPS. Note that additional languages count as proficiencies (see Modern Language/Ancient Language)

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"><span style="line-height:16.5pt;font-size:7pt;font-family:TimesNewRoman;border:1ptnonewindowtext;padding:0in;">  <span style="line-height:16.5pt;font-size:10.5pt;font-family:Helvetica;border:1ptnonewindowtext;padding:0in;">It is not necessary to spend slots to learn your native language (common for humans, half-elves and halflings; common plus racial for dwarves and gnomes).

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Upon leveling, new proficiencies will not be granted to your character unless you can show some logical means of learning said proficiency.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;">'' Example 1: Joe the Fighter recently gained a level that allowed him a new non-weapon proficiency slot. He decided that since the party spent part of the previous few sessions traveling through the mountains, he will now take the mountaineering non-weapon proficiency. '' This is perfectly acceptable.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;">'' Example 2: Milo the ranger acquired a new weapon proficiency slot after becoming eligible for a new level. He would like to become proficient with a whip. However, neither he nor anyone else in the party owns a whip. Since he is working with a trainer, who is proficient with whips, Milo can integrate that learning into his training. ''

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> NOTE FOR ROGUES: The same situation applies to thieves and bards when acquiring new ability points to allocate among thieving skills. In order for a rogue to put points into a given skill upon leveling, they must either find a trainer with a higher skill in a given ability than the rogue, or practice it during self training (see below).

<u style="font-style:inherit;font-weight:inherit;"> Chapter 6: Money and Equipment
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Encumbrance will be ignored in my game. Players are responsible for keeping accurate record of their inventory, but weights of items may be ignored.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> The prices of items in the Player’s Handbook are approximate guides only. These numbers are useful for getting an idea of what you can afford, but the actual values will be determined by me. During character creation, however, you may assume these prices are accurate.

<u style="font-style:inherit;font-weight:inherit;"> Chapter 7: Magic
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> First level wizards (0 xp) do not begin play with a spellbook. You will aquire your first spellbook during the game.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"><span style="line-height:16.5pt;font-size:10.5pt;font-family:Helvetica;border:1ptnonewindowtext;padding:0in;"> All wizards know c antrip, detect magic, and read magic,  and any wizard starting above 1st level (0 xp) may add them to their spellbook for free (ignoring their % chance to learn spell).

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Cantrip    is handled differently in my game than in the Player’s Handbook. If you choose to memorize  cantrip   (the 1 st     level spell), you will be allowed to memorize four individual cantrips. The list of cantrips can be found  here.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"><span style="line-height:16.5pt;font-size:10.5pt;font-family:Helvetica;border:1ptnonewindowtext;padding:0in;">Clerics are granted the use of orisons. Like cantrips for magic-users, these are divine rituals granted to all clerics. For every 1 <sup style="text-indent:-0.25in;"> st      level spell slot dedicated to orisons, the cleric will be granted the use of 4 orisons instead. A list of orisons can be found here.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> For priests, I use an unpublished rule called  freecasting.   Essentially, priests do not have to prepare certain spells at the beginning of each day. They simply maintain the number of spell slots as normal, but can use the slots to cast whatever spells they choose throughout the day, provided they are of the correct level.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Spell components are largely ignored with a few exceptions.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -If a spell has a material component with a listed price, you are expected to have that specific component in your inventory in order to cast the spell.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -If a spells lists a holy symbol as a material component, you must have the holy symbol in your inventory to cast the spell.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -If you are ever in an extreme situation in which you would not have access to your gear/equipment, this will include your material components.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> In most other cases, it is assumed that as a professional spell caster, you have the materials necessary to cast your spells.

<u style="font-style:inherit;font-weight:inherit;text-indent:-0.25in;"> Chapter 8: Experience
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Experience will be tracked by the individual player using a Session Tracking Sheet that will be handed out by me at the beginning of each session.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Once you earn enough experience to advance to the next level, you will have two options to do so.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> The first option is to find a trainer. This will likely be an NPC (of PC, potentially) that shares your class and is of a higher level than you and who is willing to share their knowledge. If you belong to a guild or have a good reputation with local NPCs, trainers should be readily available. Usually a fee will be needed (approx 100 gp x the level you are advancing from), and some in game time will be spent working with the trainer to acquire your new level of experience (one week). At the end of this week, your character will make a WIS check. If this succeeds, then your training is complete. If the WIS check fails, you require additional training. An addition day of training will be required, as well as an additional charge of 10% of the training cost. In addition, a CHA check must be made to determine if the trainer is willing to continue training you. Failure means that they refuse, and you do not gain the level (and lose any time and money already spent). If the CHA check succeeds, then the additional day of training may be attempted. At the end of this day, the process of checking WIS and CHA is repeated. This continues until either a WIS check passes, a CHA check fails, or the player decides to discontinue training.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"><span style="line-height:16.5pt;font-size:10.5pt;font-family:Helvetica;border:1ptnonewindowtext;padding:0in;">The second is to try to self train. This allows you the freedom to still advance in level w ithout the added hassle or cost of a trainer. However, self training is never as efficient or effective as learning with a trainer. When a PC reaches the halfway point between their newly acquired (but not yet attained) level and the next level beyond this point, they will automatically advance (assuming they haven't yet found a trainer to help them). Any WP, NWPs, or additinoal skills gained by leveling this way will be subject to my determination, and will be based on things that your character has experienced naturally during the campaign.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"><u style="font-style:inherit;font-weight:inherit;"> Chapter 9: Combat

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"><span style="line-height:16.5pt;font-size:7pt;font-family:TimesNewRoman;border:1ptnonewindowtext;padding:0in;">  <span style="line-height:16.5pt;font-size:10.5pt;font-family:Helvetica;border:1ptnonewindowtext;padding:0in;">I ignore the optional rule for Weapon Type vs. Armor Modifiers

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> I use a group initiative system, modified with individual modifiers. Essentially:

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -When combat begins, all players declare actions.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -ONE player from the group (usually the leader) will roll 1d10.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -Each individual player will take that result and modify it as per their dexterity reaction modifier as well as any modifiers found on Table 55 and Table 56 of the Player’s Handbook.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -These numbers will be used to determine initiative order (with lowest going first).

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -The process will be repeated at the beginning of each round of combat.

Miscellaneous: Vitality and Wound Points
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Your character does not have hit points. Instead, they will have two health related numbers: wound points and vitality points.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Wound points represent your character actual health. (Loss of wound points causes your character to bleed.) You have a number of wound points equal to your CON score. When this reaches 0, your character is dead.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Vitality points represent things like luck, the will of the gods, combat skill, knowing when to parry, physical stamina, etc. Your vitality points are calculated in the exact same way as hit points are by the book. (i.e. HD + CON modifier)

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> When your vitality points are gone, all additional damage will be dealt to your wound points.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Wound points are regained at a rate of  1 per level per day, assuming minimal activity.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Vitality points are regained at a rate of 1 per level per hour, assuming minimal activity.

<u style="font-style:inherit;font-weight:inherit;"> Miscellaneous: Critical Hits and Fumbles
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Crits and fumbles are altered in my game slightly to accommodate various factors such as strength, dexterity, magical weapons/armor, etc.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Any attack roll of a natural 1 is an automatic miss, but not necessarily a fumble.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Any attack roll of a natural 20 is an automatic hit, but not necessarily a critical hit.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> To determine whether a hit is a critical or not, subtract the number needed to hit from the actual attack roll made (after all modifiers). This number is the percent chance that the hit was a critical hit. THIS APPLIES TO ALL ATTACK ROLLS, NOT JUST NATURAL 20s.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> To determine whether a miss was a fumble or not, subtract the attack roll actually rolled (after all modifiers) from the number needed to hit. This number is the percent chance that the miss was a fumble. THIS APPLIES TO ALL ATTACK ROLLS, NOT JUST NATURAL 1s.

<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> Critical hits and fumbles are handled differently depending on the target of that attack.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> AGAINST PCS/NPCS (anyone with a CON score):

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> Any critical hit against a PC/NPC will do normal damage, but the damage will be applied directly to the targets wound points, regardless of the target’s current vitality.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> Any fumble against a PC/NPC is treated the same as a fumble against a non PC/NPC (see below).

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> AGAINST MONSTERS/ANIMALS/ETC:

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> When a critical hit/fumble is made against any other type of creature (i.e. without a CON score), the player will be instructed to roll percentile dice. The result will be checked against a crit/fumble table that the DM keeps to determine the result of the attack.

<u style="font-style:inherit;font-weight:inherit;line-height:16.5pt;"> Miscellaneous: Piety
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"><span style="line-height:16.5pt;font-size:7pt;font-family:TimesNewRoman;border:1ptnonewindowtext;padding:0in;">  <span style="line-height:16.5pt;font-size:10.5pt;font-family:Helvetica;border:1ptnonewindowtext;padding:0in;">I use a piety points system to manage the relationship between divine PCs (clerics, paladins) or any other PC who chooses to follow a god, and their deity. Depending on your god, there is list of expected behavior (including both things that are expected as well as things that are forbidden). The system essentially works as follows

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> T hese PCs begin with 1d4 piety points (I determine this, not you).

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> After each session, I will determine any increase or decrease in your character’s piety based on actions during the session. This piety total will always be unknown to you.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> If your piety ever drops to 0 or below, your PC will find themselves either cursed, cut off from all divine abilities, or worse. (This will be more severe for clerics and paladins than other classes.)

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> If your piety should ever climb to certain thresholds, you will start to gain blessings and other divine gifts from your god.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> Since piety is essentially a way of quantifying how pleased your deity is with you, piety may also be used to determine the following:

<p style="margin:12pt0in12pt72px;line-height:16.5pt;"> -The number of spells clerics/paladins may cast per day.

<p style="margin:12pt0in12pt72px;line-height:16.5pt;"> -The success/effectiveness of an attempt to turn undead.

<p style="margin:12pt0in12pt72px;line-height:16.5pt;"> -Divine intervention/divine favors. i.e. You may, in desperate situations, call upon your god to grant you a favor, turn an undead beyond your ability, cast a spell beyond your level, etc. Depending on your piety, they may award such requests.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> I f your character chooses to take the religion NWP, they may choose one deity with which to learn all actions that will increase or decrease one’s piety (although not the number of points that will be lost/gained). This NWP may be taken multiple times, to gain information about multiple deities/religions.

<u style="font-style:inherit;font-weight:inherit;line-height:16.5pt;"> Miscellaneous: One Free Broken Rule
<p style="margin:12pt0in12pt24px;line-height:16.5pt;"> During character creation, all characters are allowed to break one rule to help get the character they want. This decision must be cleared by me. There is no set list of rules that can be broken, so players should feel free to be creative and ask if they think something is appropriate. The idea is to find ways to make a character idea realized when the dice just don't cooperate, NOT min/max or power game. Here are some examples

<p style="margin:12pt0in12pt48px;line-height:16.5pt;">    -A player may reroll a stat.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -When rolling startig gold, a player may choose to roll as if they were a different class.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -A player may elect to start with max vitality at first level, instead of rolling.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -A player may choose to have one additional NWP slot.

<p style="margin:12pt0in12pt48px;line-height:16.5pt;"> -A player may choose to be proficient in a weapon otherwise forbidden to their class (i.e. a mage may take a proficiency in short sword). <p style="margin:4.8pt0in6pt;line-height:16.5pt;">

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