Page 1 of 2

House Rules Thread

Posted: Sat Sep 14, 2013 8:26 pm
by dgrm44
I am moving from Pathfinder (The Wal-Mart of RPG's), to C&C with hopes of it being much faster to run as GM/DM/CK.
I would appreciate experienced players and game masters posting their house rules in this thread. I have read on this forum that there are various areas that are vague in the rules. Even so, the core system seems very good compared to the rules heavy system I am coming from. Common house rules that I can implement would be very helpful to get my group up and running smoothing. Thanks in advance.

Re: House Rules Thread

Posted: Sat Sep 14, 2013 8:56 pm
by Treebore
dgrm44 wrote:I am moving from Pathfinder (The Wal-Mart of RPG's), to C&C with hopes of it being much faster to run as GM/DM/CK.
I would appreciate experienced players and game masters posting their house rules in this thread. I have read on this forum that there are various areas that are vague in the rules. Even so, the core system seems very good compared to the rules heavy system I am coming from. Common house rules that I can implement would be very helpful to get my group up and running smoothing. Thanks in advance.

Even when you find the areas it is vague in, you can reference PF to make a solid house rule interpretation of it. Or the 3E or PF SRD, etc...

Re: House Rules Thread

Posted: Sat Sep 14, 2013 9:00 pm
by Treebore
My house rules, some of which other board members may recognize. If you do, let me know because at the time it never occurred to me to note who originally made them. The Runemark class is my interpretation of the 3E Winters Rune version that has been play tested up to 17th level.

C&C House Rules (last updated October 1st, 2012)


CHARACTER GENERATION:

Create characters however you wish within the 3-18 range, then racial modifiers. If you want a kind of random method then use either 10+2d4 or 4d6, reroll 1's and 2's until all dice are a minimum of 3, take best 3, arrange stats as desired.

I believe in high stat characters. If you don't I suggest you do for my games. Low stat characters will be very obviously less capable in comparison to high stat characters. So if you want to use low stats, go ahead, but don't complain about it later.

Hit Points: Max Hp's at first level. d4 HD reroll 1's, d6 and d8 reroll all 1's and 2's, d10 and d12 reroll 1-3's. You can also ask me about "take the CK's roll" before you roll for your HP.

Equipment: Max starting gold. Write everything on your character sheet. You don't write it down, you don't have it. Even when I remember you having it. So DON"T FORGET! You may want to use the starting bundles listed at/near the end of this document.

DUAL/MULTI-CLASSING RULES: As per 4th printing PH. Except you do NOT add the XP in the table on page 141. Just add the two classes XP together, thats it.


CLASSES:

Fighters:
They get to use their BtH to make combat related SIEGE checks, plus their specialization bonuses when using that weapon. All other classes use just their BtH.

Fighters can also learn to master (specialize) a new weapon every 3 levels. So at 4th, 7th, 10th, and so on they can master a new weapon. They only get the +1 to hit and damage. These additional weapons never increase to +2 like your first weapon does. Unless you use one of your additional "mastery's" to do so. So if you want to be +2 with the bow, you can use your 4th and 7th level mastery to do so. To be clear, the 7th level bonus can only be used to up your fist chosen weapon to +2, or you keep it at +1 and chose a different weapon to have a +1. You do not increase your first weapon to +2 and pick an additional weapon to +1, you do not get both.

Combat Dominance is now "Mass Combat Dominance". They get multiple attacks per round whenever the Fighter is taking on 3 or more opponents at one time. Irregardless of HD. 1 attack per opponent, this replaces any other attacks.

Edit: Beginning of nocking two arrows rules:

1d20+12 to knock two arrows
then two attacks at -6
1d20+9 to knock two arrows
then two attacks at -9
Check 1d20+12 for extra attack
1d20+6 to knock two arrows
then two attacks at -12

Clerics:
Clerics can do SIEGE checks similar to Wizards.
Clerics can spontaneously convert spells to damage healing spells (IE restore HP's)
Clerics get to add their level to damage healing spells, which increases the amount healed up to the maximum. For example Cure Light cast by a 5th level Cleric rolls 1d8+5 up to a maximum of 8, not 13.

TURN UNDEAD: On a successful check, where not all are affected due to the die roll, an attempt can be made every round until they are turned, or the WIS check actually fails.

Rangers:
Get to choose an enemy at 6th level and every other level thereafter. IT must be pretty specific, such as Ogres, Frost Giants, Vampires, Worshippers of the "Forest Burners", etc... This allows you to add your bonus to all SIEGE checks against them, including attack maneuvers, AND add your level to the Damage if they didn't qualify for your marauder before. CK approval, of course.

Druids:
They can go one of two paths, animal or elemental. Either path gains the ability to become a Treant at 9th level. At 6th level you choose which path you will follow. Animal can choose animal forms to chang into. Elementalists choose one fo the 4 elementals, earth, air, fire, and water. One form at 6th, 7th, 8th, and 9th level, and you get the Treant form too. So by 9th level a Druid will be able to assume each elemental form and a Treant form, or 4 animal forms and a treant form.

Your HD and HP will be the same in your animal and elemental form. In animal/elemental form your BtH will equal your HD, and you gain the movement and special defenses of the animal/elemental form you have. Your damage and attacks are the same as the Animal/Elemental form as well.

Animal choices are fixed, but can be changed via a 3 day ritual cleansing and rededication to a new "totem".

At 12th level you can assume each chosen form 2/day. It becomes 3/day at 18th.

Paladins:
When they gain the Smite Evil ability they can use it once per day per level. OR they can choose to have "religious enemy" under the same rules as the Ranger's "enemy". Then choose a new one every two levels, like the Ranger does. They can only do one or the other, not both Smite and Religious Enemy. To clarify "enemy" choice, as a Paladin I allow it to also add +2 to Damage, and you can track them as well. However to explain why you can Track them and nothing else we will call it a divine power that acts like a very specific "Locate Object/Person" spell that lasts while there is a physical trail that could be followed by a Ranger.

Assassins and Thieves:

Your BtH progresses as lvl - 2, so your BtH is 0 at first and second level, but increases by one every level thereafter.
Assassins can make a SIEGE check to do their death attack in one round. The check is TN 12 +2+ level/HD of the target.
Poison Harvesting: Is a CL 3 for every Type/rank of the poison to be harvested. So CL 3 for Type 1, maxing out at CL 18 for type 6. These will be the default CL's for successfully distilling them as well. Failed rolls mean you accidentally poison yourself and must make the appropriate saves. Recipe's still give the +10 bonus, but such recipe's can only be made by Assassins or Priests of a god with poisons in their perview. The CL for making such a recipe is 10+2x Poison type/rank, so will range from CL 12 to 22.

Thieves can make Type 1 to type 3 poisons as the Assassin, after that they can still make Type 4 and stronger poisons, but no longer add their level, but can use recipes to aid them. Thieves do need to make DEX checks to apply poisons to weapons, etc...


Wizards:
SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15.

Similar checks can be done to maximize damage, CL spell level +3

To double range, CL spell level +3

To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)

Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage.

SPELL CASTERS:
A new class ability for ALL spell casters, except Paladins.

Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand.

As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters.


Lost CON is regained at 1 point per hour of rest, or from a Lesser Restoration.

For Bran's games: Wizards are "sorcerors, and can use Illusionist spells as well, and they "know" all spells automatically, and are limited to casting the "spells per day". Yeah, its broken as hell, but he is still young.


RUNEMARKS:
Are a rune based wizard. Plus everything class related is based off of their Wisdom, not intelligence.

Why? Because rune magic is literally based on word fragments of the "Words of Creation". So rune magic, and the fragments of the words of power used, are the ultimate source of all powers, divine and arcane. So they are treated as Divine, but might be able to use arcane items. Arcane item use is explained later.

Advantages: You only need to have your rune in hand to cast the spell and be able to speak the word of power associated with that spell. So all spells are verbal and material only, with the only material being the spell specific rune stone.

So Runemarks can be tied up, but as long as they have the runestone in their hands, and can speak, they can cast the spell. If they do a successful SIEGE check CL=spell level +4 they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful. Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so.

Rune stones are made out of expensive materials, but are re-useable. Rune stones cost 25 GP for first level, 35 GP for second level, 50 GP for third level, and 100 GP for levels 4 to 6, then 50 GP per level for levels 7 to 9 (350 GP to 450 GP per spell), with certain price exceptions for spells like Wish, etc... Those costs will be double of what is in the PH, but the rune stone is not consumed.


Biggest drawback: Unlike a mage losing a spell book, if you lose your runestones you can't cast another spell until you make new rune stones for the spells you know/have memorized.

Plus Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they can never use that particular item until later. If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class. Fail the SIEGE check and they can never use that particular item, or item power, until they make another level to get another SIEGE check to try and figure it out.


Rune magic items:

Runemarks cannot cast arcane or divine classed scrolls, nor do they make scrolls. Runesticks are made in place of scrolls, but for all intents and purposes works just like a scroll. Costs of a runestick are twice that of normal scrolls, but otherwise is the same in terms of time to make them.
They use rods, staves, and wands (very similiar looking to runesticks), but they are all rune based, so called Rune Rods, Rune Staves, and Rune Wands. They can also make potions, but the container is used to empower the fluid inside, so rune potion containers are typically bigger than normal potion vials because of this.

Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based. Otherwise it will be related to DEX, or whatever stat the CK considers relevant.



SIEGE Checks:

As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.

IMPORTANT: If you successfully use a SIEGE check frequently enough to perform a specific kind of action I will eventually, when I decide to do so, award it as a "signature move". This will mean that as long as your opponent is no more than 3 levels higher than you, or lower, you will not need to perform a SIEGE check to do the "signature move". You can have as many "signature moves" as I decide to award you with.

***I also allow all class abilities to be treated as if you have the relevant attribute as a Prime.


SKILLS and LANGUAGES:

If you want anything beyond what your chosen class give you do a back ground write up explaining how you were raised and trained. As long as you can make it a sensible and realistic back ground I don't care if you have 20 skills or languages. Consider 20 the limit, though.

When I decide a skill/language related roll is needed I will do it as if you have the relevant attribute as Prime, even if it is not, just like I treat Class Skills.

I will not accept skills that are too broadly defined, though. For example, Gymnastics is too broad. You must specify tumbling, balance beam, jumping, the horse, the rings, etc...

As for what a class automatically knows, lets use Wizard as an example. I will be willing to assume they "know" everything about spells, spell casting, spell creation, and creating scrolls, potions, and items. I will not assume they know about magical creatures, the planes of existence, etc...

Similar assumptions will be made for the other spell casting classes. You want them to know about monsters, the planes, etc... then do a back ground write up.

Now a fighter example. I will assume they know how best to fight as an individual and maintain their weapons and armor and how to ride their horse and give basic care to their horse and riding gear. If you want them to know how to make armor, weapons, leather goods, medically treat themselves or others, to be perceptive, etc... you must write up a background history.

For clarity, also list your skills you think your write up gives you. So after you finish your write up then list skills like this:

Weapon crafting
fishing
mountain climbing
skinning animals
etc...

EVERYONE HAS THE FOLLOWING, meaning they can add their level to the following checks:

COMMON ABILITIES
Common ability checks automatically improve as characters advance in level,
Common abilities include:
Strength: Feats of strength, jump, swim
Intelligence: Appraise, estimate, recall information
Wisdom: sense motive, direction sense
Dexterity: Balance, climb (simple things, like trees)
Constitution: Stamina, fortitude
Charisma: Bluff, haggle, intimidate, persuasion

*This is not "all inclusive", and I reserve the right as CK to make situational exceptions.

SPOT/Search/Perception/Notice Checks:

Only Barbarian, Rangers, Thieves and Assassins can add their level to a Spot check, everyone else can treat it as 12 or 18, but do not add level.


LUCK POINTS:

You get one luck point +1 per level. So two at level one.

Luck points are used to:

Get a re-roll on an attack roll, save, or SIEGE check. Only 1 re-roll allowed.

To turn a death attack to near death. If an attack outright kills your PC you can permanently burn a luck point to put your character at death's door instead.

You don't refresh your Luck points until your goal/mission is accomplished. This is defined as whatever over all goal your party is working towards. Such as recovering an item, escorting this person/caravan from point A to point Z, finding the daughter of the merchant, etc... NOT when short term goals are accomplished.

Lost/permanently burned luck points are regained anytime I witness you roll 3 Nat 20's to hit, make a save, or SIEGE check in one game session. So make sure I keep track of them, and make sure I witness your rolls. Otherwise its up to me to trust/believe you. I may just deny the validation simply to encourage/motivate you to make sure I witness your rolls.

Online games must use the online dice roller to get this benefit.


Death, the effect of:

When you die, the CK is the god. I determine if you suffer any penalties, per the spell write up. If I deem you died “well”, you will suffer no penalties. If I deem you died badly, you suffer the penalties. So die well and you will have nothing to fear.



GOD CALLS:

This rule is to be used when your character, or group, are about to die. IE to prevent TPK's and character death. Its a long shot, but I have seen it save a character and group from a TPK often enough to recommend remembering this when the party or your character is going down.


Specific Rules changes:

Spell Casting: In an attempt to have as much clarity as possible, this is the way I have spell casting work. All spell casting begins on "10", in the initiative order. This is when you decide what you are casting for the round, or beginning this round. So 10 is when you start, and the actual number rolled for initiative is when it will come into effect. Which will be during the current round with spells of CT 1, and a subsequent round for spells longer than CT 1, even if its 10 minutes later, as long as no disruption occurs in the mean time.

So if your casting a CT 1 spell, you declare your spell on 10, and if you roll a 10 for initiative, your able to cast the spell with lightning speed for whatever reason as well as have its effect come into being on 10. Normally you just start on 10, and declare what the spell is your casting. Then on your initiative roll, the spell goes into effect. This is when you designate the target or target area, then range etc... is verified, and the effect occurs.




You can full move and still cast a spell in the same round for CT 1 spells, BUT moving only occurs AFTER your done casting the spell on your initiative turn. So if you go on a 1 in the round, you get no movement. You cannot move when casting spells taking a full round or longer to cast.

Crits and Fumbles:

Criticals: A natural, unmodified roll of 20 on the 20 sided dice is considered a "critical hit". If it is with a non-missile weapon this means you get a free extra attack roll. If it is a missile type weapon it means you multiply your damage by 2.
When rolled on a save versus spell it means no damage is taken if it is a damage type spell. It means you saved versus any spell if the TN was to high for you even to succeed otherwise.

Fumbles: Are when a natural unmodified roll of a "1" is rolled. These cannot be rerolled with luck points. Results of such a roll are usually bad. Such as a save versus a spell is failed. If so you automatically take double damage. Look at it as the Spell caster rolled a crit on you.

For weapon attacks, it means you lose your attack for that round at the very least. I'll have you roll a DEX save and depending on your roll I'll determine some kind of detrimental result, or nothing more at all.

If your weapon is a feathered edge weapon you may cut off one of your limbs.

Movement: I allow 30 foot moves (or whatever your normal move is) in combination with attacks. Not 15 foot. So a charge covers 60 feet, but still allows +2 to hit and -2 to AC.

NONMAGICAL Healing:
In combat you are essentially placing a "band aid". On a successful WIS based check, that only Paladins, Clerics, Druids, Rangers and Assassins can make, the recipient is only stabilized. So no bleeding out is possible unless more injury is caused. Outside of combat you must rest a full 24 hours to regain 1 HP +/- Con modifier. If you are under non magical care of a "healer", such as the aforementioned classes, or an NPC Herbalist/Healer, you regain an additional 1d4 with a successful daily check, CL= to 1 for every increment of 10 HP the injured is missing. Always a minimum of CL 1. They get an automatic +5 if they are fully equipped with a range of mosses, herbs, bandages, and such. On a Nat 20 the recipient gets back 5 HP that day. If you have a negative Con modifier this means you must rest one extra full day per point of the modifier before you can even start to regain hit points. Once you have rested those additional days your modifier is treated as "0" from then on.

The patient, if they have a Con modifier of "0" or higher, can also make a Con check to recover additional Stamina every day. The CL is as above for the Healers, including the +5 if good food and drink are available. A successful check results in a regain of 1d4+ Con modifier, but a Nat 20 has no benefit. A maximum of 1/4, or 20%, rounded down, of the characters maximum HP total can be regained this way. If you have a negative Con modifier you must rely completely on the healer.

I should also note that I define Hit Points as per the 1E DMG and PH. HP are not all just physical damage as C&C defines it. The vast majority of HP are a combination of Luck and stamina, and the loss of HP is mostly the abstract loss of that luck and Stamina due to stress and the dodging of blows and spells. So even when a Magic Missile hits you, its not necessarily hitting you, but presenting enough of a danger to cause you to lose that much of your HP. If it is ever important, your actual, physical, hit points are those you roll for first level + Con bonus +1 per level there after. After first level your Con modifier represents additional, or less, Stamina.

SPELL CHANGES/CLARIFICATIONS:

Dismissal and Repulsion are on the Wizard spell list at the same level.

All items are the minimal caster level required to cast the most powerful spell on the item. Still a minimum of 9th level if a wizard item, or 12th level minimum for Clerical items. The rule of needing 3 levels for every + bonus of weapons, armor, etc... still stands. So +5 items will require 15th level.

Only potions change the casting time of a spell, all other items follow all spell parameters as if being cast normally. With the exception of spell components/somantics. Verbal commands are required for all staves, wands, and rods.

Custom designed items can change these things, but it will cost considerably more. At least 30% more.

Item Usage: Scrolls, Wands, Staves, and Rods are only usable by spellcasters. A spellcaster is anyone able to cast spells, which includes Paladins, since they can cast Cure Disease, and later on the 12th level powers. However, Divine is restricted to Divine, and Arcane is limited to Arcane. So a Wizard cannot use one of these devices divine powers, however if the item has both Arcane and Divine spells on it they can still use the Arcane powers. An item can be made to allow access to both, but that would be a customized item.

Armor stacking. Fighter type stuff stacks, so shields and Armor. Mage stuff type stacks, so bracers, Staff of the Magi, rings, and cloaks stack. Fighter stuff never stacks with mage stuff. Now stuff that gives some kind of other bonus, such as Luck, Natural Armor, or Divine in the same manner as Prayer or Protection from Evil, does stack with all the others.

Bonus of similar items do not stack. So rings or cloaks do not stack with themselves. IE a Ring +2 does not stack with a ring +3, only the +3 counts.

EXPERT/MASTERWORK ITEMS:

Each bonus (to hit or damage, they are counted separately) costs 250 GP. Same goes for making bows STR adjusted. Weapons and armor are limited to only a +1. So a sword with +1 to hit and damage will cost an additional 500 GP, and add two weeks to construction times when solicited in game. Bows are limited to +3 STR adjustments, and to have +3 to Dam would cost 750 additional gold above base. However bows can still be "expert", so you can pay 500 go to get an "expert" +1 to hit and damage. You can then add STR modifiers to damage only for 250 gp per bonus point. To reiterate, each +1 adds a week to construction times. So a +3 bow would take 6 additional weeks to make.


POLYMORPH HOUSE RULES:

To mostly clarify polymorph effects, but some rule specifics are in here.

You can only polymorph into creatures twice own size and weight. Which means Creatures descriptions which put them as being taller OR heavier cannot be polymorphed into.

Example: So if you are 6 foot tall you can Poly into a Ogre or Troll, but not giants or horses. They exceed the height and/or weight limit.

When Polymorphed (self, or other, by the caster) the caster can manipulate the STR of the form, even a "buffed up" version of yourself.

CL=2xSTR increase

Example: Your STR is 13 and you want the new form to be an 18.
CL-2x5=10
Failure: STR stays 13
Crit Fail: STR drops by 5 to an 8
Crit Success: +2 to STR score, so an 18 becomes 20.

Items Worn:

Small things like rings, earrings, bracers, shoes/small boots, necklaces, etc... "meld into" the new form. Unless the new form is still "humanoid", even if size is changed, so are the items changed. IE your clothes. Armor, etc... change size with you, as long as you remain “humanoid” (human shaped). If they meld they become inactive if they are magical. If they do not meld because you assume a humanoid form, then they still work. Plus they can still be recognized.

Larger things, like pants, knee high boots, armor, helmets, shirts, large necklaces, etc... fall off. This is because your body will ooze right out of them, since they cannot be absorbed.

So stuff dropped like this will have to be picked up by the caster in their new from, or some ally will have to pick them up, etc....


TELEPORTING:

I personally think that Teleporting from anywhere you wish, to anywhere you wish is more powerful then teleporting from locations you have to prepare with a circle/pillars/etc...

So I am changing up the order in which you receive the spells, and altering them a little bit. At 5th level you get Teleport Circle, its duration is “instantaneous”, not 1 turn per level. Its CT is a full round, meaning it always goes off on a initiative of “1”. Which means you, and whomever is going with you, needs to be within the circle when you finish casting.

Teleport is now a 7th level spell, but is otherwise the same.

There is still an 8th level Teleport Circle, and it is as written other than still taking a full round to cast. IE it goes off at “1” on the round in which it is cast.

Teleport W/O Error is now a 9th level spell.

Teleport Circle spells teleport 250 pounds per caster level of creatures and equipment.

No circle means they teleport 1 person/creature/2 caster levels and all those creatures are wearing and holding, or 100 pounds of equipment/objects. Combinations are not possible.

There is a 9th level Teleport Circle that has a casting time of 8 hours and a permanent duration when cast and has a material component cost of 10,000 GP. The area of effect is determined by the size of the component(s) used to create the spell. The weight limit per caster level can be multiplied ([250]x2, x4, etc...) by adding 1000 GP in components per multiple (x2=2000 GP, x4=4000 GP, and so on.)

So to have it teleport 1000 pounds per level that is a x4 multiplier so the material component cost is 14,000 GP.

The material can be whatever the caster wants (standing stones, a circle of solid silver 30 foot in
diameter, a doorway, archway, pool of mercury, etc...)



GRAPPLING:

To establish a Grapple, as per the 4th printing of the PH. HOWEVER, sine this is a weapon free attack, attackers provoke an attack of opportunity, UNLESS they are a Monk. Monks are considered armed. If the AoO succeeds it also ruins the attempted Grapple. Again, Monks do not provoke an AoO.

When grappled a target can make either a STR or DEX save, whichever is better, to break free of the grapple. While Grappled they can either struggle to break or slip free, or they can draw a dagger, wand, or use some kind of magic item that needs only a command word to be spoken. They are only +5 to be hit at this point.

To be made prone/helpless the attacker must make an additional STR check to throw and pin you to the ground, size/STR modifiers apply, as well as any other modifiers that seem sensible. Plus they must be of similar size or bigger, or only be able to pin arms, negating any attack ability of the target, except for a Monks feet. Once successful, both the attacker and defender are +10 to be hit. Unless a Monk is involved.

Monks can fight while Grappled, unless they are successfully pinned to the ground, then they can only attack who or whatever has them in the grapple and opponents gain no more than +5 to hit them when they are Grappled. Remember, Monks get an additional +2 to all attacks while in a Grapple.

A dagger can be used to attack, but at a -2 to all attacks, and only to attack the creature grappling the wielder. Wands can be similarly used, and they do not have to attack their grappler, but can attack other targets within their line of sight.


Two Handed Fighting:

If you want to be a two weapon Fighter take DEX as Prime. This cuts the penalties in half to -2 for primary hand and -3 for the off hand. Dex bonus' offset these penalties, so an 18 DEX would change these to +1/0. If DEX isn't prime then the penalties remain 3/6, but the DEX bonus still offsets these before a roll is made. So if you have a +2 DEX bonus the penalties are -1 and -4, then you roll your attacks as normal. Typically BtH + STR bonus' + magic.


ENERGY DRAINS:

When hit by a creature that energy drains you get a save. The save is CON based, CL is equal to HD of the creature. If you fail the save then you lose a level and HP loss is equal to your HD average plus your CON bonus, if any So if you are a fighter you lose 5+CON bonus in hit points.

Still, all is not lost. It takes creatures about 24 hours to fully digest your life energy in my games. So if you kill the creature, or creatures, who stole your life force within 24 hours of them doing so your life force will be released and will find its way back to your body. You must be within 10 feet of the creature when it is destroyed for this to happen automatically. For every 10 feet beyond 10 feet there is a cumulative -2 penalty to your CHA (or CON, whichever the CK decides is most appropriate and beneficial to the player) save for your life force to find and return to you.

So if you are 30 feet away when the creature is destroyed you must make a save at -4 to get your life force back. 10 feet or less no save is required.


Equipment bundles

Pack 1, Delvers bundle

Backpack 2g
Bedroll 1s
Belt pouch large 1g
Blanket, winter 5s
Canteen ½ gallon 2g
Flint and steel 1g
Hammer small 1g
Lantern hooded 7g
Oil 6 flasks 6g
Pitons / spikes 10 1g
Rope 50’ hemp 1g
Sack large 2 1s
Torch 5 5c
Whetstone/weapon kit 1g

Total 25 gold


Pack 2, mage kit

Case, scroll or map 2 2g
Chalk dozen pieces 12c
Flask 6 18c
Ink 3oz 24g
Paper 10 sheets 10g
Quill 3 3s
Wax, sealing 3 3g
Tongs 6s
Vial 6 (1oz) 6s

Total 4o gold


Pack 3, cleric kit

Candle 5 sticks 5c
Holy symbol wood 1g
Incense sticks 6 6g
Prayer beads 2g
Wolves bane 2g

Total 10 gold



Pack 4, rogue gear

Belt pouch small 2 1g
Case scroll or map 1g
Chalk 3 pieces 3c
Chisel 1g
Cord 50’ 5g
Crowbar 2g
Dust bag of 3 -
File metal 1g
Pitons/spikes 10 1g
Rogues tools 30g
Sack small 1s
String 50’ 4s
Vial 4 4s

Total 40 gold

Pack 5, provisions cheap

Water skin 1g
Rations 2 weeks 6g

Total 7 gold


Pack 6, provisions good

Water skin 1g
Cheese block 2 4s
Rations 2 weeks 6g
Beer ration, daily 7g
Tea 1month supply 1s
Wine, fine 2 bottles 20g
Pipe, and 2 weeks pipe weed 6g

Total 40 gp

Potion Making Rules:

You can make one "batch" in a weeks time. There are two limiting factors for each batch. First, you can never make more than 10 doses per batch. The other limiting factor is how many times you can cast the given spell you are turning into a potion in a single day. So if you can cast only 4 Fly spells in a given day, you can only make 4 doses at one time. Cost is 25% of book cost to buy per dose. For spells not covered in the books, determine it with the following formula, spell level x 100 gp + 200 gp.

GOLDEN RULE: No one is allowed to kill anyone elses PC. Ever. Only the CK is allowed to kill PC's. I used to think I didn't have to say such a thing, but its been made clear to me lately that some people think killing each others PC is cool. In my games it is not, it is forbidden. You want to kill PC's, take up the CK mantle.

Re: House Rules Thread

Posted: Sat Sep 14, 2013 9:01 pm
by Snoring Rock
I would suggest picking up the CKG and deciding what you will and will not use. My first set of house rules are centered around the use of advantages, found in the back of the CKG. I would decide how to handle critical hits. Coming from the WalMart of games, you may want to use double damage rather than rules as written; maximum standard damage.

I think the best way o go about this is to plays a session or two and then think about what you did not like and start there.

Re: House Rules Thread

Posted: Sat Sep 14, 2013 9:04 pm
by kreider204

Re: House Rules Thread

Posted: Sat Sep 14, 2013 9:17 pm
by Treebore
Nice! Wish I knew how to learn to do lay out like that. One of these days I might bother to learn.

Re: House Rules Thread

Posted: Sat Sep 14, 2013 9:39 pm
by kreider204
Treebore wrote:
Nice! Wish I knew how to learn to do lay out like that. One of these days I might bother to learn.
Thanks! Not too much to it, actually - just bulleted paragraphs, etc., in Word, then converted to PDF (via Adobe Acrobat Pro).

Re: House Rules Thread

Posted: Sat Sep 14, 2013 10:51 pm
by Treebore
kreider204 wrote:
Treebore wrote:
Nice! Wish I knew how to do lay out like that. One of these days I might bother to learn.
Thanks! Not too much to it, actually - just bulleted paragraphs, etc., in Word, then converted to PDF (via Adobe Acrobat Pro).
Yeah, I don't own Pro, but I have the freebies that can do it. I just have to make myself take the time to learn.

Re: House Rules Thread

Posted: Mon Sep 16, 2013 2:41 pm
by Rigon
My house rules can be found in my sig.

R-

Re: House Rules Thread

Posted: Mon Sep 16, 2013 4:02 pm
by TensersFloatingDisk
Treebore wrote: Poison Harvesting: Is a CL 3 for every Type/rank of the poison to be harvested. So CL 3 for Type 1, maxing out at CL 18 for type 6. These will be the default CL's for successfully distilling them as well. Failed rolls mean you accidentally poison yourself and must make the appropriate saves.
Step back and think about this: poisons are generally made from plain natural ingredients like, for instance, laburnum seeds. I'm nearly 47 now and started cooking for myself when I left home for university. In all those years, I can't remember ever starting to fry or boil an egg and ending up accidentally eating the raw egg, nor ever managing to cut myself with a pestle and mortar and getting spice in the wound.
Fumbles: Are when a natural unmodified roll of a "1" is rolled. These cannot be rerolled with luck points. Results of such a roll are usually bad. Such as a save versus a spell is failed. If so you automatically take double damage. Look at it as the Spell caster rolled a crit on you.

For weapon attacks, it means you lose your attack for that round at the very least. I'll have you roll a DEX save and depending on your roll I'll determine some kind of detrimental result, or nothing more at all.

If your weapon is a feathered edge weapon you may cut off one of your limbs.
Again, step back and think about this. Unless you are considering feather edge weapons to be cursed items, whoever would make one? If you're say, a 5th level character and you finish a fight with an opponent after 6 or 7 attacks, this means that for every 3 fights you get into you will chop your hand off. ;)

Re: House Rules Thread

Posted: Mon Sep 16, 2013 4:15 pm
by Arduin
TensersFloatingDisk wrote: If your weapon is a feathered edge weapon you may cut off one of your limbs.
Again, step back and think about this. Unless you are considering feather edge weapons to be cursed items, whoever would make one? If you're say, a 5th level character and you finish a fight with an opponent after 6 or 7 attacks, this means that for every 3 fights you get into you will chop your hand off. ;)[/quote]

Yeah, I fenced for years. NEVER hit myself with my own weapon.

Re: House Rules Thread

Posted: Mon Sep 16, 2013 4:19 pm
by seskis281
Yeah, but then again in the real world we don't have nifty restoration spells which we want to make sure our players have good reason to use :twisted:

Re: House Rules Thread

Posted: Mon Sep 16, 2013 4:32 pm
by Dracyian
The only problem is that your statistics are actually off Tenser. Sorry to be that guy but each each dice roll is seperate from the previous so each roll you only have a 5% chance to critically fail. Now on top of this you have to fail the dex save, lets say you have a zero modifier and are level 1 with dex not as a prime that means 85-90% (depending if Tree allows you to add levels for this save) of your fails will result in a detremental effect.

So if I have dredged my math skills back from the depths of the brain catacombs they live in there is at most a 4.5% chance that you will cut your limb off per attack with a featheredged weapon as a level one character. Now I think the important thing to ask me is how a level 1 character grabbed a feather edged sword.

So since every roll of the die is actually independent of the other rolls you can assume that 95+% of the rolls will allow you to keep your hands on your body.

To bring this full circle because I don't know everyone's backgrounds here, and please do not assume this is negative or I have a big head because it isn't intended to be, I mean no offense by this.

If you flip a coin 20 times you would expect 8-12 of them give or take would be heads, and more often than not you would be right. Now lets seperate those coin flips; if you flip a quarter and it lands heads up, then you collect the coin and flip it again what will it be? More often than not you would expect it to be tails because the flip right before it was heads, however this isn't true that coin flip has just as much chance to be tails as it does to be a second heads. Since the attack rolls are the same where its not a collection each roll has 5% chance of a crit fail and then 90% chance of failing the dex save.

Also we are forgetting that Tree as the GM can declare your hand falls off due to being cocky lol or that you managed due to mad star alignment to trim all your nails using a feather edged sword with a critical failure.

Re: House Rules Thread

Posted: Mon Sep 16, 2013 5:19 pm
by TensersFloatingDisk
Dracyian wrote:The only problem is that your statistics are actually off Tenser. Sorry to be that guy but each each dice roll is seperate from the previous so each roll you only have a 5% chance to critically fail. Now on top of this you have to fail the dex save...
Well, the OP didn't really explain what the Dex save is for exactly, but I was working on roughly a 50/50 chance of a fumble if we want to play the odds game, then after 45 rolls of the d20, the chance is over 90% (0.95^45) that you will have fumbled and have to face the prospect of cutting off your own hand or foot or head. Still not a good idea to own a feather edged sword. It will cost you a limb for roughly every 12 gnolls, for example.

Re: House Rules Thread

Posted: Mon Sep 16, 2013 5:27 pm
by Treebore
With Feather Edged swords and Vorpal weapons I WANT them to cut off their own body parts. It keeps them from using the darn things all the time. Yes, they get to add level on the DEX check. As for the poisons, you've just been very lucky. I've seen plenty of professional cooks with plenty of cuts or scars from cuts on their hands. Heck, in the 22 years we've been married, my wife gave herself a nasty cut on her thumb, twice. IE going to the hospital and getting stitches type of nasty.

So it does happen, hence my rules.

Re: House Rules Thread

Posted: Mon Sep 16, 2013 6:02 pm
by Arduin
Dracyian wrote:The only problem is that your statistics are actually off Tenser.
Based on probability theory, he's pretty correct.

Re: House Rules Thread

Posted: Mon Sep 16, 2013 8:32 pm
by NJPDX
I've finally rustled up a gaming group to start running C&C in about a month (once the last vestiges of Summer have finally yielded to Autumn rain) and I'm toying around with using the following house rules, but I'd appreciate feedback before I subject my players to them.


"Roll the Body"
In the past I haven't allowed "Raise Dead" or "Resurrection" spells in my game world (under normal circumstances), in my opinion it violates some of the core tenets of the cosmology I've built up (messing around with the dead and dead spirits is vile and the domain of witches, devil worshipers and necromancers). But I know those spells are in the rules to give players a chance to restore a beloved character to life and overcome the fickle nature of uncooperative dice. I guess what follows is my attempt to be "nice" and give players a chance to cheat death without turning character death into a minor inconvenience.

This is sort of copied from DCC RPG, with a few tweaks. When somebody is reduced to zero hit points or less they fall to the ground comatose. If their comrades (or other friendlies) recover the body within an hour they roll them over to see if they are "all dead or just "mostly dead." The PC rolls a SIEGE check against their constitution with the CL equal to the number of hit points below zero they were reduced to. If they succeed the save, they awake at 1 hit point, but permanently lose a point of Constitution (subject to Heal, Restoration, etc.) move at half-speed and suffer -4 to all attack rolls and SIEGE checks. To remove the speed and roll penalties they must rest for 1d6+1 days or receive some form of magical healing (Lay on Hands, Restoration, Cure Serious Wounds, etc.)

Making shields matter. Technologically my game world is based on late Dark Ages, early Medieval period Northern Europe. That means no full-plate armor. To help balance out the removal of advanced armor types I changed the rules for shields. Honestly though I've just never been a fan of the ways shields are handled in D&D or D20; a paltry +5% bonus to to avoiding a hit never seemed to jive with just how ubiquitous and enormously useful a shield was in ancient warfare.

My attempt at a solution is to allow a character readying shield against ranged attacks a cover bonus: small shields grant 1/4 cover (+2 AC vs. missiles) and large shields grant 1/2 cover (+4 AC vs. missiles) A formation behind a shield wall is granted 3/4 cover (+6 to AC). In addition, a character can also "sacrifice" his or her shield to mitigate the effects of one or more blows. If a character is struck by a physical attack they can elect to take half damage by letting their shield absorb the brunt of the blow. A normal wooden shield can absorb two blows in this manner and a metal-clad shield can be sacrificed three times before being utterly ruined. If a shield is magical it can take an extra blow for each plus to AC.

Starting Hit Points:
Players roll twice at first level and take the better of the two rolls

Attribute Generation
3d6 arrange as desired. Players can also raise a single ability score by sacrificing another on a 1 for 2 basis (e.g. raise Strength by +2 and lower Dexterity by -4, etc.) the only restriction is an ability can't be raised over 18 nor lowered below 4 (prior to racial adjustments).

I think most everything else will be RAW (at least at first).

Re: House Rules Thread

Posted: Mon Sep 16, 2013 8:54 pm
by Dracyian
NJPDX wrote: "Roll the Body"
This is sort of copied from DCC RPG, with a few tweaks. When somebody is reduced to zero hit points or less they fall to the ground comatose. If their comrades (or other friendlies) recover the body within an hour they roll them over to see if they are "all dead or just "mostly dead." The PC rolls a SIEGE check against their constitution with the CL equal to the number of hit points below zero they were reduced to. If they succeed the save, they awake at 1 hit point, but permanently lose a point of Constitution (subject to Heal, Restoration, etc.) move at half-speed and suffer -4 to all attack rolls and SIEGE checks. To remove the speed and roll penalties they must rest for 1d6+1 days or receive some form of magical healing (Lay on Hands, Restoration, Cure Serious Wounds, etc.)
I am just trying to understand this correctly If you hit 0 hit points or less instead of falling unconsious (when hp is between 0 and -10) they fall into a comatose state for an hour and after that hour they are dead. If they are found do the other PC's need to cure them? Or are their voices enough to pull them out of a coma enough to where the Con check is made?
Another question I have is, lets take the trolls game the other day when the druid was at -1928 odd some hps or like -20 is that instant death since its less than -10 (following what I remembered to the be the rules for hp) or is that still recoverable suggesting the body is there enough to continue living?

Re: House Rules Thread

Posted: Mon Sep 16, 2013 9:15 pm
by NJPDX
Dracyian wrote:
NJPDX wrote: "Roll the Body"
This is sort of copied from DCC RPG, with a few tweaks. When somebody is reduced to zero hit points or less they fall to the ground comatose. If their comrades (or other friendlies) recover the body within an hour they roll them over to see if they are "all dead or just "mostly dead." The PC rolls a SIEGE check against their constitution with the CL equal to the number of hit points below zero they were reduced to. If they succeed the save, they awake at 1 hit point, but permanently lose a point of Constitution (subject to Heal, Restoration, etc.) move at half-speed and suffer -4 to all attack rolls and SIEGE checks. To remove the speed and roll penalties they must rest for 1d6+1 days or receive some form of magical healing (Lay on Hands, Restoration, Cure Serious Wounds, etc.)
I am just trying to understand this correctly If you hit 0 hit points or less instead of falling unconsious (when hp is between 0 and -10) they fall into a comatose state for an hour and after that hour they are dead. If they are found do the other PC's need to cure them? Or are their voices enough to pull them out of a coma enough to where the Con check is made?
Another question I have is, lets take the trolls game the other day when the druid was at -1928 odd some hps or like -20 is that instant death since its less than -10 (following what I remembered to the be the rules for hp) or is that still recoverable suggesting the body is there enough to continue living?
I guess I'm showing my old-school D&D roots here. I've always sort of gone by the "zero hit points equals dead" rule and skipped negative hit points and the round by round bleed out.

In any case, the party has an hour to get to a fallen character and administer some form of bandaging, smelling salts, salve, whatever (and maybe a less than gentle slap to the face) to see if their comrade-in-arms still has a spark of life. This attempt to revive the character is when the Con check would be made and they either wake up or they're gone.

As for massive hit points of damage, I'd just go ahead and make the CL 1928 in your example above ... some wounds are going to go beyond "roll the body" and dead is just dead ... although I'm tempted to make a "natural 20" an automatic success, but I'm still not sure about that.

EDIT:
But like I said I'm looking for feedback. I'm not hell bent on using this rule, I'm just looking for a compromise between allowing "Raise Dead" and being too harsh.

Re: House Rules Thread

Posted: Mon Sep 16, 2013 9:39 pm
by Traveller
I had posted the link to the latest version of my house rules in another thread, but for the benefit of this thread, here you go.

Re: House Rules Thread

Posted: Wed Sep 18, 2013 11:03 pm
by koralas
Arduin wrote:
Dracyian wrote:The only problem is that your statistics are actually off Tenser.
Based on probability theory, he's pretty correct.
Yes, but the problem with Probability Theory as applied to random generators (dice, coins, etc.) is that you must use the Law of Large Numbers to see each face appear as frequently as the probability of any given face to appear on an individual role. That is you must have enough samples to analyze, in this instance enough die rolls. However the sample size would be quite enormous, and will never fit an exact number of rolls. Take a d10, each face has a 10% chance of appearing on any given die roll. However, roll the die 10 times and you will most likely not see each fave (number) appear once. Roll it 100 times and you will still most likely not find each face appear 10% of the time. Even if you roll the die from now until the moment of your death, you most likely would not find a true 10% occurrence of each face appearing. Now, with the greater number samples you will begin to converge on the statistical probability of each face appearing.

As gamers, we do not roll the dice enough times in any given gaming session to achieve the number of samples required for a true application of the LLN. Thus we rely on the Probability Theory to tell us what each individual roll of the die will result in, and that, I believe, was Draycian's point.

Now take Probability Theories and Statistical analysis and apply to a single roll of multiple dice, you will find the number of samples to achieve convergence of the results to the probability of the roll result will be achieved much more quickly. Look at the bell curve of rolling 2d6, what is the most common result? Easy, 7 is the most common. Every face on the die can be used to combine with another die face to achieve a 7 (1+6, 2+5, 3+4), while 2 and 12 are the least common because only a single face of the die, combined with the same face on the opposite die, can end up with that result. That said, the probability of any given face of each die appearing is still 16.7% it is just the measure that changes and the probability of the results are closer to Probability Events, P(E).

Re: House Rules Thread

Posted: Thu Sep 19, 2013 1:18 pm
by Dracyian
koralas wrote:
Arduin wrote:
Dracyian wrote:The only problem is that your statistics are actually off Tenser.
Based on probability theory, he's pretty correct.
Yes, but the problem with Probability Theory as applied to random generators (dice, coins, etc.) is that you must use the Law of Large Numbers to see each face appear as frequently as the probability of any given face to appear on an individual role. That is you must have enough samples to analyze, in this instance enough die rolls. However the sample size would be quite enormous, and will never fit an exact number of rolls. Take a d10, each face has a 10% chance of appearing on any given die roll. However, roll the die 10 times and you will most likely not see each fave (number) appear once. Roll it 100 times and you will still most likely not find each face appear 10% of the time. Even if you roll the die from now until the moment of your death, you most likely would not find a true 10% occurrence of each face appearing. Now, with the greater number samples you will begin to converge on the statistical probability of each face appearing.

As gamers, we do not roll the dice enough times in any given gaming session to achieve the number of samples required for a true application of the LLN. Thus we rely on the Probability Theory to tell us what each individual roll of the die will result in, and that, I believe, was Draycian's point.

Now take Probability Theories and Statistical analysis and apply to a single roll of multiple dice, you will find the number of samples to achieve convergence of the results to the probability of the roll result will be achieved much more quickly. Look at the bell curve of rolling 2d6, what is the most common result? Easy, 7 is the most common. Every face on the die can be used to combine with another die face to achieve a 7 (1+6, 2+5, 3+4), while 2 and 12 are the least common because only a single face of the die, combined with the same face on the opposite die, can end up with that result. That said, the probability of any given face of each die appearing is still 16.7% it is just the measure that changes and the probability of the results are closer to Probability Events, P(E).
Thank you

Re: House Rules Thread

Posted: Thu Sep 19, 2013 2:31 pm
by Arduin
koralas wrote: Yes, but the problem with Probability Theory as applied to random generators (dice, coins, etc.) is that you must use the Law of Large Numbers to see each face appear as frequently as the probability of any given face to appear on an individual role.
Try out the house rule as see what happens and how frequently. The proof will be in the missing limbs of the PC's... Becuase THAT is what the objection was all about. ;) I've used such rules before and the ACTUAL result was pretty much what you'd expect frequency wise...

Re: House Rules Thread

Posted: Thu Sep 19, 2013 8:12 pm
by Treebore
Arduin wrote:
koralas wrote: Yes, but the problem with Probability Theory as applied to random generators (dice, coins, etc.) is that you must use the Law of Large Numbers to see each face appear as frequently as the probability of any given face to appear on an individual role.
Try out the house rule as see what happens and how frequently. The proof will be in the missing limbs of the PC's... Becuase THAT is what the objection was all about. ;) I've used such rules before and the ACTUAL result was pretty much what you'd expect frequency wise...
Yep, which is why in my house rules it gets mitigated by a DEX save. Make it and nothing really happens other than lose any other attacks. Fail it, it gets ugly. So if your going to wield such weapons in my games, you better have DEX Prime. Even then, you may still lose your head/limb in the next 40 rolls or so.

Re: House Rules Thread

Posted: Thu Sep 19, 2013 11:39 pm
by koralas
Treebore wrote:
kreider204 wrote:
Treebore wrote:
Nice! Wish I knew how to do lay out like that. One of these days I might bother to learn.
Thanks! Not too much to it, actually - just bulleted paragraphs, etc., in Word, then converted to PDF (via Adobe Acrobat Pro).
Yeah, I don't own Pro, but I have the freebies that can do it. I just have to make myself take the time to learn.
Most word processing programs these days can output directly to PDF. I would recommend one of the free/open source office programs (OpenOffice.org or LibreOffice are two) to do, if nothing else, the conversion to PDF for you.

Other than that the format Kreider used is, as he stated, fairly easy. Create a bullet list, then use the indent tool to offset the sub-bullets, the program will change the bullet icon for you automatically.

Simply end the list and put in the spacing desired, then Change font, make bold, change color, or whatever you would like for your heading. Or, use the heading format tools to select one to use for your particular style.

Save your original document. Save it again using Save As, changing the format (generally underneath the file name you type in on the save dialog). Some programs have an Export to PDF function/button instead.

Re: House Rules Thread

Posted: Thu Sep 19, 2013 11:56 pm
by koralas
Arduin wrote:
koralas wrote: Yes, but the problem with Probability Theory as applied to random generators (dice, coins, etc.) is that you must use the Law of Large Numbers to see each face appear as frequently as the probability of any given face to appear on an individual role.
Try out the house rule as see what happens and how frequently. The proof will be in the missing limbs of the PC's... Becuase THAT is what the objection was all about. ;) I've used such rules before and the ACTUAL result was pretty much what you'd expect frequency wise...
Trust me I have seen many odd rolls of the dice. Take for instance the single session of DEATHWATCH from a campaign I was running... 6, count them, 6 rolls of 00 on a d100 (in this game you want to roll low), one player rolled it 3 times. Statistically the chance of this is astronomical, yet it happened. Probability Theory be damned ;)

Re: House Rules Thread

Posted: Fri Sep 20, 2013 4:15 am
by Arduin
koralas wrote: Trust me I have seen many odd rolls of the dice.
Yrd but, that's not the norm. Go to Vegas a few times and you'll find out the hard way.

Re: House Rules Thread

Posted: Fri Sep 20, 2013 12:55 pm
by Traveller
Yes, but casino dice are made to a precision not found in dice used for role playing, so that really isn't a valid comparison. Role playing dice are mass produced, then polished to remove evidence of them being molded, which does affect rolls. Casino dice are initially molded but subsequently machined down to their final size, with a tolerance of approximately 1/5000 of an inch. They are always molded in clear plastic, not just for quality reasons but to prevent loading the die.

So how do we go about getting casino quality d20s?

Re: House Rules Thread

Posted: Sat Sep 21, 2013 6:17 am
by NJPDX
Traveller wrote:Yes, but casino dice are made to a precision not found in dice used for role playing, so that really isn't a valid comparison. Role playing dice are mass produced, then polished to remove evidence of them being molded, which does affect rolls. Casino dice are initially molded but subsequently machined down to their final size, with a tolerance of approximately 1/5000 of an inch. They are always molded in clear plastic, not just for quality reasons but to prevent loading the die.

So how do we go about getting casino quality d20s?
Gamescience makes dice that are pretty close ...

Re: House Rules Thread

Posted: Sat Sep 21, 2013 1:50 pm
by Traveller
Gamescience dice, for all their virtues, are still not up to the standard that a casino die sets. They're still molded, still have their sprue marks, and their numbers are not filled in. That said, I prefer Gamescience dice over Chessex and other manufacturers of dice. However, give me a set or two of casino quality polyhedral dice and the Gamescience dice would be stored away.

EDIT: Casino dice do have one disadvantage: size. Since they are designed to be rolled on a large, felt covered table they have to be larger than what may be comfortable to use in a game session. What I'd like to see is a set of precision polyhedral dice, made in the same fashion and to the same tolerances as casino dice, but in a more portable size.