HOUSE RULES
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Like every DM out there I have my own house rules that I like to use. Some of these are just tweaks to the existing rules and some are total changes. Some of them are still being playtested and may change over time.
I created this because we are using 'sub abilities' option rules converted from 2nd edit. AD&D. Basically it breaks down the six main attributes into two each.
Strength - (Muscle, Stamina)
Dexterity - (Aim, Agility)
Constitution - (Health, Fitness)
Intelligence -(Reason, Knowledge)
Wisdom - (Intuition, Willpower)
Charisma - (Leadership, Appearance)
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Downloads
• Character Sheet
• Spellcaster Sheet
• Spell Sheet |
All skills have been broken down to better follow each sub ability. For non skills, here are the rules breakdown.
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STRENGTH
Muscle mod
- Damage Bonus
- Strength Checks (open doors)
- Max Press
Stamina mod
- Running Checks
- Endurance Checks
DEXTERITY
Aim mod
- To Hit Bonus (melee & range)
Agility mod
- initiative
- AC Bonus
- Reflex Save Bonus
CONSTITUTION
Health
- Wound Score
- Fortitude Save Bonus
Fitness
- Vitality Mod
- Holding Breath |
INTELLIGENCE
Reason
- Arcane Spell DC
Knowledge
- Arcane Bonus Spells
- Bonus Skill Points
WISDOM
Intuition
- Divine Spell DC
- Monk AC mod
Willpower
- Bonus Spells for Divine Casters
- Will Save Bonus
CHARISMA
Leadership
- Spell DC for Spontaneous Casters
Appearance
- Bonus Spells for Spontaneous Casters |
Character Creation
Rules
• Attributes
Start with 13's in all six stats, you may adjust them
1-for-1 as you please, but no stat may be higher than
20 AFTER racial stats are applied.
Place these number in both of the sub-abilities. (ie STR: 15 (muscle: 15, stamina: 15), you may then adjust the numbers between the two sub-abilities 1-for-1 but they must not be more than 4 apart. (ie Muscle: 16, Stamina: 14), or (Muscle: 13, Stamina: 17)
When you gain attribute points (at 4th, 8th, 12th etc.. level) you gain TWO points that may go into any TWO substats.. (you may not put two points in the same stat at the same level gain)
• Starting Feats
In addition to your first 'character' level feat, you
also get a 'Regional Feat' which may be chosen from the Regional Feats in "Forgotten Realms Campaign Setting" or "Players Guide to Faerun", optionally you may use the Ceremony Feats from "Monte Cook's Arcana
Unearthed".
You may also take a 'Flaw' from WOTC Unearthed Arcana or Dragon #328?
to gain an extra feat.
• Starting Gold
Each character starts with the maximum starting gold
as per initial character class
• Starting Hit Points
We are using the "Wounds & Vitality System" found in "Arcana Unearthed"
Wounds are equal to your Health Score, and Vitality is equal to your Hit Die +/- your Fitness Mod.
Any Critical Hit comes off your Wounds Score, when it reaches Zero, your character is dead. Non Critical hits come off your Vitality Score, when it reaches Zero, you then take points from your Wounds Score.
Each character starts with the maximum hit points as
per class at first level.
Every level there after you roll, but if the roll is
LESS than half then the number becomes that half number.
IE if Torag the Cleric rolls a d8 for his hitpoints
at 2nd level and he gets a 3, then the number actually
becomes a 4 (d8 divided by 2 = 4). If he rolled 4 or
higher it would remain that number. This avoids high
level fighters with low hitpoint scores.
• Skills
In addition to your class skills, beginning at first
level, each character may select a number of skills
equal to their Knowledge Modifier that are always
considered Class Skills. These may be ANY skills even
if unavailable to your initially chosen Class. You must
provide a reasonable explaination as to why your character
has these skills.
Characters with a negative modifier are not affected
by this rule.
• Skills II
In my campaigns I have altered some of the skills.
Hide & Move Silently are now combined into
Sneak
Listen & Spot are now combined into Observe
Heal Check 15 allows you to heal 1/2 your RANKS
in Heal 1/day/person
House Rules
• Alternative Ranger Class
• Alternate Item Creation Feats |