House Rules

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Lobo316
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House Rules

Post by Lobo316 »

OK Gang, I've been using some semblence of these house rules for a while, so thought I'd share 'em here and see what you all think. I've been re-vamping my house rules doc (prepping for a new game), so some portions of this are "brand new". You will notice a LOT of this is inspired from people on these forums (Omote and Rigon, most noteably, though I'm sure there's others). Also I've pulled in bits and pieces of inspiration from every version of D&D (taking what I like, leaving the rest).

So, for what it's worth...

CHARACTER CREATION
Starting Attributes
Roll 4d6, pick the highest 3, place ‘em where you want ‘em.

Starting Hit Points
Max HPs at 1st level. 2nd level, roll your HD and if you get less than half, take half (rounded down). 3rd level and up, roll in front of me and I roll as well, the result hidden. Keep your roll, or gamble with mine.

RACES AND CLASSES

Dwarf
Dwarf size is considered to be Medium.

Barbarian
Raging Warrior: Players may run the 3rd edition printing of the barbarian instead of the 4th printing.

Horseman of the Plains! The barbarian may swap their Intimidate for the knights Horsemanship. He begins play with a riding horse, however he may not benefit from any of the knights riding abilities if wearing heavy armor. Note the following changes to two of the Horsemanship abilities for the barbarian:

Cover: Grants +4 to the barbarians AC, but the barbarian can make mounted ranges attacks while using the cover ability. Attacks made while using the cover ability are made at a -2.
Charge: A barbarian does not benefit from the knights charge ability.

Ditch Medicine: The barbarian is able to use his knowledge of herbs and plants to make effective poultices that, when applied, are able to heal 1d6 +1/2 lvls (max of +5) hit points of damage once per day, per person. These poultices must be applied outside of combat.

Cleric
Clerics can use Spontaneous Casting with regards to healing spells. Clerics never need to memorize healing spells, and may always swap out a prepared spell for a healing spell of equal or lesser level.
Divine Domains: Clerics select a domain based upon their patron deity. They select this domain at 1st level, though not all of the benefits of the domain may be available right way.

Druid
Ditch Medicine: The druid is able to use his knowledge of herbs and plants to make effective poultices that, when applied, are able to heal 1d6 +1/2 lvls (max of +5) hit points of damage once per day, per person. These poultices must be applied outside of combat.

Fighter
At 4th level, the fighter chooses one of the following (in addition to any level based advantages): Combat Dominance, Cleave, Power Attack or Toughness.

Combat Dominance runs as presented in the class description (4th printing). At 8th level, the fighter can use Combat Dominance on 2 HD creatures, and at 12th level, 3HD creatures.

Cleaving Strike works like the advantage (see advantages). Upon reaching 8th level, the fighter can use Cleaving Strike twice in one round. At 12th level, the fighter can use Cleaving Strike three times in the same round. At 16th level, there is no limit to the number of times Cleaving Strike can be used in one round. No other class that selects Cleaving Strike as an advantage gains additional uses of cleave in the same round (fighter only feature).

Power Attack runs as the advantage. At 8th level, add +1 to your damage when using power attack. At 16th level add +2 to damage when using power attack (only apply those bonuses once per attack). No other class that selects Power Attack gains this benefit (fighter only feature).

Toughness is as presented in the *advantages section. Add 1 additional hit point at levels 8, 12 & 16. No other class that selects Toughness gains these additional hit points (fighter only feature).
*Toughness grants 2 points at 1st level, then an additonal point at 8th and 12th level)

Knight
Birthright Equipment: The knight begins play with a two pieces of masterwork equipment. Purchase equipment as normal then designate what two items are masterwork (subject CK approval).

Ranger
Combat Marauder: When applied to ranged attacks this ability can only be used on targets within 30 feet.

Ditch Medicine: The ranger is able to use his knowledge of herbs and plants to make effective poultices that, when applied, are able to heal 1d6 +1/2 lvls (max of +5) hit points of damage once per day, per person. These poultices must be applied outside of combat.

Wizards and Illusionists
Common Magic
Common magic are spells practiced by all wizards and illusionists. They consist of simple spells and cantrips. They are fundamental, relatively easy to cast spells that are the building blocks for all spells.
Identify, read magic and all cantrips are "Common Magic" known by all wizards & illusionists. Wizards and illusionists may always sacrifice a memorized first level spell to cast identify or read magic. Cantrips never need to be memorized and may be cast up to the allowed spells per day.
This does not apply to clerics, bards, sorcerers or other casters.

LEVEL PROGRESSION
Instead of experience points, characters will simply “level up” every 2-4 adventures, depending upon the GMs game and flow of events, as needed. To maintain class balance, the following rate of progression will be used each time a “Level Up” reward is given (assuming all classes are starting at level 1).

First Level Up: The rogue, bard, assassin, monk and fighter classes level up
Second Level Up: The druid, barbarian, cleric, knight and ranger, plus all prior classes level up
Third Level Up: The wizard, illusionist, sorcerer and paladin, plus all previous classes level up.
All further level ups have all classes move up one level each, maintaining proper power disparity and class balance.

Alternatively
Rogues, bards, assassins, monks and fighters begin at level 3. Druids, barbarians, clerics, knights and rangers begin at level 2. All remaining classes begin at level 1. All classes progress in level together.

ADVANTAGES
Characters begin play with one advantage that must be taken from the racial heritage advantages (humans are exempt from this). After 1st level, all character’s gain a new advantage at 2nd level, then again at 4th level and every 4 levels thereafter. In cases where bonuses “stack” consult the CK. Generally, heritage advantages stack with non-heritage. S
(That's how I'm using Advantages, I did not post the list of them, pretty standard if your experienced with D&D/C&C CKG)

SECONDARY SKILLS
Roll twice on the Secondary Skill table. Secondary skills represent skills or talents the character acquired while growing up before their “adventuring life”. These skills may have been acquired in a number of ways. It’s up to the player to decide how these work into the characters background.
When a situation comes up that you feel may apply to one or your secondary skills, the CK may allow you a +1 or +2 on the related Siege checks. Characters never add their level to secondary skill checks.

While a secondary skill gives you a basic understanding of the field in question, it will always be inferior to the expertise of a class ability (so reflected by not adding your level bonus). A 1st level ranger will always be better at tracking & woodland survival then a character with the Forester secondary skill.
(That's how I'm using Secondary Skills, I did not post the list of them. Pulled from CKG and then GREATLY expanded)

MOVEMENT & COMBAT
The Four Rules of Combat Movement
When attempting to "move past" an enemy who is not engaged in melee, make a siege check (CL equal to the targets HD). Failure and the enemy may attack you as you move by (this does not count as his attack for the round).
If the enemy is already engaged, you may move by without drawing an attack.
Once engaged in melee, you may take a 5 foot step and attack as long as you remain engaged with (adjacent to) your opponent.
As long as you are aware of your opponent, not surprised and not currently engaged, you may turn to face any opponent that engages you. You may also change your facing on your turn.

Critical Hits (Natural 20)
Max damage and add 1d4 (1d8+3 becomes 11 + 1d4 damage). Additionally, gain advantage on your next attack roll (roll 2D20 and select the higher result) which does not have to be against the same target.

Critical Fumbles (Natural 1)
You grant advantage to your opponent(s). On their next attack enemies roll 2D20 and select the higher result. Natural 1’s on saving throws or siege checks under duress are automatic failures.

Fate Points
Players begin with 3 fate points and each level you gain 3 more. Once used, they are gone, but you may keep unused fate points when you level up. You must state you are using a fate point before the CK reveals the results of a roll. Spend 1 fate point to:

Improve any single combat roll, skill check or saving throw by adding 1d8 to the total.
Re-roll any one attack roll, saving throw or siege check

REST & RECOVERY

Natural Healing
Adjust the healing rules in the PHB for natural/non-magical resting requirements, as follows: Heal 1 hit point + CON bonus the first day and double the healing for each day following (do not double the CON bonus). Thus, day one heal 1 HP + Con bonus, day two 2 HP + Con bonus, day three 4 HP + Con bonus, day four 8 HP + Con bonus, etc.

Magical Healing
Make the following adjustments for spells and potions: Any lower level magic (0 and 1st level), such as First Aid and Cure Light Wounds return an unconscious character (below 0 hit points) to 0 hit points, no roll required. Further natural or magical healing may then be applied as normal. More powerful healing magic (3rd level and higher), such as Cure Serious Wounds heal an unconscious character past 0.

Second Wind
Once per combat, characters may use a second wind. This requires a full round in which the character cannot attack, nor can they move beyond a 5 foot step. They can use either the dodge or evade maneuver. If they take damage during the round, the second wind is interrupted, though it may be attempted again.

At the start of the next round, the character gains hit points equal to 1 “HD”+1 for every two levels of experience, where “HD” is based upon class (fighters gain 1d10 + 1hp/2 lvls, while Wizards would gain 1d4 +1hp/2 lvls, etc). Note, you may never gain more than your starting amount of HPs using second wind.

Intelligent monsters, bosses and NPC leaders may also make use of second wind at the CK’s discretion.

DIVINE DOMAINS
When playing a cleric, the patron you choose to follow grants you certain boons depending upon which domains the deity holds sway over. The domains under the auspice of a given deity are listed below followed by descriptions.
Not listing all the dieties and domains, homebrew world, but you get the idea.

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Rigon
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Re: House Rules

Post by Rigon »

I like them, especially the movement in combat section and your take on Fate Points. One question though, what is your thinking on making Dwarfs medium instead of small?

R-
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ThrorII
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Re: House Rules

Post by ThrorII »

Since we're discussing House Rules, here are the ones I'm implimenting next time we play C&C. I call them "AD&D 3rd Edition":

All rules are based off of the 3rd Printing, which is what we use.

GENERATING ATTRIBUTE SCORES
Players roll 4d6 and drop the lowest die. This is done 6 times (once for each attribute) and arranged as the player desires.

PRIMARY ATTRIBUTES
The concept of ‘prime attributes’ and ‘non-prime attributes’ is removed. All classes have a designated Prime Attribute. A character must have at least a score of 9 in his class prime attribute. Characters that have a 16 or higher in their prime attribute get a 10% bonus to earned experience.

HIT POINTS
All characters get maximum hit points at first level. All HP are rolled after 1st level.

CLASS ABILITIES
Fighter Combat Dominance works on all 1HD creatures.
Wizards and Illusionists gain Read Magic as a class ability.

ALIGNMENT RESTRICTIONS
Rangers must be of a good alignment.
Assassins must be of a non-good alignment.
Barbarians must be of a non-lawful alignment.
Monks must be of a lawful alignment.
Bards must be of a non-lawful alignment.
Knights must be of a lawful alignment.

HUMAN CHARACTER LEVELS
Human classes top out at 12th level. The exceptions are for human spell casters: These classes may advance to level 20 for spell casting purposes; however after level 12 they do not gain additional hit points, Base to Hit modifiers, class abilities, or level bonuses to saving throws and other ability checks.

DEMI-HUMAN CLASS/LEVEL RESTRICTIONS
With no prime/non-prime attributes, demi-humans instead have class and level restrictions to balance their special abilities.

RACE CLASS (AND LEVEL) RESTRICTIONS*
Dwarf Fighter (9), Rogue (6), Cleric (6)
Elf Fighter (9), Ranger (6), Rogue (6), Wizard (9), Cleric (6)
Gnome Fighter (6), Rogue (9), Illusionist (9), Cleric (6)
Half-elf Fighter (9), Ranger (9), Rogue (9), Wizard (9), Illusionist (9), Cleric (9), Druid (9),
Bard(11), Knight (11)
Halfling Fighter (6), Rogue (9), Cleric (6)
Half-orc Fighter (9), Rogue (9), Assassin (11), Barbarian (11), Cleric (6)
*Demi-humans who have an 18 in their prime attribute may increase their maximum level by 1.


MULTI-CLASSING DEMI-HUMANS
Demi-humans, and only demi-humans, may multi-class.

Choosing the Classes
1. Demi-humans may combine any two permitted classes, that have different prime attribute requirements. Elves and half-elves may combine three permitted classes.

2. The initial hit points for each class are rolled together and then averaged, rounding up fractions.

3. Multi-classed characters take the best Base to Hit bonus of their classes.

4. Multi-classed characters use the least restrictive weapons list and most restrictive armor list of their classes.

Advancing Levels
1. All experience points are divided up equally amongst the classes chosen for the character. All fractions are dropped.

2. Once a character acquires enough experience points to progress in one class, they do so. For example, an elven cleric/wizard has 4,504 experience points total (divided in to 2,252 experience points in both the wizard and cleric class), that character advances to 2nd level cleric while remaining a 1st level wizard. Even when a demi-human reaches the maximum level for one class, experience points earned are still divided between the classes.

3. When rolling a new hit dice upon level gain, the player divides the hit points rolled by the total number of classes held. For example, an elven cleric/wizard gains a level of cleric. The player rolls a d8 for new hit points, and divides the result by 2 (because the character has two classes). When the character gains another level of wizard, the player rolls a d4 for new hit points, and divides that result by two as well.

4. The character level is the highest level of all the classes held. So a level thief 5/fighter 4 has five character levels for saving throws, general attribute checks, etc. Only the relevant class level is added to class ability checks and the like.

Restrictions
Multi-classed characters may only use one class ability per round. Multi-classed characters must adhere to their classes armor restrictions for class abilities.

ATTACK ROLLS
A roll of ‘1’ is an automatic miss. A roll of ‘20’ is an automatic hit and does maximum damage.

ATTRIBUTES & THE GAME
The SIEGE Engine™ is replaced with a standard Difficulty Class check for all attribute checks.

The chance of success on an attribute check is determined by a number called the difficulty class (DC). The difficulty class mirrors armor class in that to succeed, the attribute check or saving throw result must be greater than or equal to the difficulty class. To determine the difficulty class, the Castle Keeper takes the base difficulty (DC15) and must determine the level of difficulty of the challenge involved (challenge level).

The simplest way to determine challenge level is equal to the level or hit dice of the non-player character or monster involved. A monster’s challenge level is equal to its hit dice; a spell’s challenge level is equal to the level or hit dice of its caster; a trap’s challenge level is equal to the level of the person who set it or the level of the dungeon it is on.

There are more arbitrary situations that require the Castle Keeper to create an adequate challenge level. If a character is attempting a task such as making an extraordinary jump or swinging on a rope to grab an object, the Castle Keeper needs to assign a difficulty to the task. See the table below for a range of challenge classes.

Difficulty Class DC
Difficult 15
Very Difficult 20
Heroic 25
Virtually Impossible 30

If a challenge is not ‘difficult’, then no roll is necessary, and it should be considered an automatic success. Only those activities which have a significant chance of failure, as determined by the Castle Keeper, should be resolved by a dice roll.

ADDING CHARACTER LEVELS TO CHECKS
When making a Difficulty Class (DC) check, players always add their character’s relevant attribute modifier. Characters add their level to the check when the check is a saving throw, class ability or racial ability—but not a ‘basic’ attribute check, or a check that infringes on the realm or ability of another class.

ENCUMBRANCE
Instead of the standard C&C encumbrance, a character’s Encumbrance Rating is a set amount of weight, determined by their strength modifier.

STRENGTH MODIFIER ENCUMBRANCE RATING
-3 0 lbs.
-2 10 lbs.
-1 20 lbs.
+0 35 lbs.
+1 50 lbs.
+2 75 lbs.
+3 100 lbs.


ENCUMBRANCE WEIGHT
Light up to ER
Moderate up to 2x ER
Heavy up to 3x ER
Overburdened 3x ER to 4x ER

ENCUMBRANCE EFFECT
Light No Effect
Moderate Move reduced by 1⁄4, +2 Challenge Level to all dexterity based checks
Heavy Move reduced by 1⁄2, +4 Challenge Level to all dexterity based checks, loose dexterity bonus to AC
Overburdened Move reduced by 3⁄4, automatically fail all dexterity based checks, lose dexterity bonus to AC

MORALE
All monsters and NPC’s are assigned a morale level, ranging from 1 to 20. The higher the moral level, the less likely an NPC or monster is to retreat or surrender. A breakdown of the various morale levels are as follows:

1 = Non-confrontational
2 to 3 = Cowardice
4 to 5 = Unreliable
6 to 8 = Unsteady
9 to 12 = Average
13 to 15 = Elite
16 to 17 = Champion
18 to 19 = Fanatic
20 = Fearless

HOW TO CHECK MORALE
A morale check is a roll of 1d20. At the first round of combat, NPC’s and monsters make a morale check. If they roll over their morale level, they either flee or surrender. If they roll under or equal to their morale level, they continue fighting.

A second morale check is made when 50% of all monsters or NPC’s are unconscious or dead. Monsters and NPCs who make their second morale check fight until the death.

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Lobo316
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Re: House Rules

Post by Lobo316 »

Rigon wrote:I like them, especially the movement in combat section and your take on Fate Points. One question though, what is your thinking on making Dwarfs medium instead of small?

R-
Personal preference, nothing more. I like my dwarves being like Gimley in LOTR. Stout, hardy "little mountains". If there is one thing I think 4e got right, it was the dwarf (and I'm not a huge fan of 4e, but I like what they did with the dwarf).

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Rigon
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Re: House Rules

Post by Rigon »

Lobo316 wrote:
Rigon wrote:I like them, especially the movement in combat section and your take on Fate Points. One question though, what is your thinking on making Dwarfs medium instead of small?

R-
Personal preference, nothing more. I like my dwarves being like Gimley in LOTR. Stout, hardy "little mountains". If there is one thing I think 4e got right, it was the dwarf (and I'm not a huge fan of 4e, but I like what they did with the dwarf).
Fair enough.

R-
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Arduin
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Re: House Rules

Post by Arduin »

Lobo316 wrote: CHARACTER CREATION
Starting Attributes
Roll 4d6, pick the highest 3, place ‘em where you want ‘em.

Starting Hit Points
Max HPs at 1st level.

RACES AND CLASSES

Dwarf
Dwarf size is considered to be Medium.
I have always used these 3. Dwarves are larger than elves in C&C, just not taller. So, I keep movement the same as for "small" sized.
Old age and treachery will overcome youth and skill

House Rules

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