Yet Another House Rules Thread
Posted: Sat Aug 29, 2009 12:38 am
Ok beginning a game tomorrow, so I'm tossing these out there to see what the general consensus is. I welcome any and all feedback. I'm not sold on the last two (weapon speeds affecting initiative, and illusionists not having access to healing spells) yet, what do you all think?
Attribute Scores: roll 3d6 seven times, drop the lowest score, arrange amongst the attributes to suit.
Spell Books and Initial Spell Selection: Wizards and Illusionists will begin play with all 0 level spells recorded in their books and ten 1st level spells (five of which are chosen by the player, five at random) recorded in their books.
Clerics and Deities: All Clerics must choose one deity to serve. They will usually revere the entire pantheon (with the possible exception of evil deities, whom they will probably fear), but they have one patron who they serve.
Birthright Mounts: Knights receive either a riding horse (1-8 on a 1d10) or a light war horse (9-10 on a 1d10) at the beginning of play.
Languages: Characters receive their native language and Common as base languages. They may choose a number of languages off their races list (modified if necessary for the setting) equal to their Intelligence modifier. However, they do not know how to read and write in any languages (unless it fits their background).
Weights by Race: All weights in pounds; Humans- 140 + 6d10, Dwarves- 130 + 4d10, Elves- 90 + 3d10, Gnomes- 72 + 5d4, Half Orcs- 160 + 6d10, Half Elves- 110 + 3d12, Halflings- 52 + 5d4.
Attribute Checks: Changing the 12/18 prime/secondary attribute system to a flat 18 challenge base; just add 6 to any checks involving prime attributes.
Encumbrance: use your common sense on encumbrance, if your character is carrying too much weight (CK discretion) then his movement rate and combat effectiveness may be adversely affected.
Illusionist Spell Lists: Illusionists do not have access to healing magic as that falls under the purview of the Cleric class.
Determining Initiative: roll 1d10, add Dexterity modifier (if applicable), subtract weapon speed, highest result wins and descending order from there.
Thanks for reading.
_________________
The cheese stands alone...
Attribute Scores: roll 3d6 seven times, drop the lowest score, arrange amongst the attributes to suit.
Spell Books and Initial Spell Selection: Wizards and Illusionists will begin play with all 0 level spells recorded in their books and ten 1st level spells (five of which are chosen by the player, five at random) recorded in their books.
Clerics and Deities: All Clerics must choose one deity to serve. They will usually revere the entire pantheon (with the possible exception of evil deities, whom they will probably fear), but they have one patron who they serve.
Birthright Mounts: Knights receive either a riding horse (1-8 on a 1d10) or a light war horse (9-10 on a 1d10) at the beginning of play.
Languages: Characters receive their native language and Common as base languages. They may choose a number of languages off their races list (modified if necessary for the setting) equal to their Intelligence modifier. However, they do not know how to read and write in any languages (unless it fits their background).
Weights by Race: All weights in pounds; Humans- 140 + 6d10, Dwarves- 130 + 4d10, Elves- 90 + 3d10, Gnomes- 72 + 5d4, Half Orcs- 160 + 6d10, Half Elves- 110 + 3d12, Halflings- 52 + 5d4.
Attribute Checks: Changing the 12/18 prime/secondary attribute system to a flat 18 challenge base; just add 6 to any checks involving prime attributes.
Encumbrance: use your common sense on encumbrance, if your character is carrying too much weight (CK discretion) then his movement rate and combat effectiveness may be adversely affected.
Illusionist Spell Lists: Illusionists do not have access to healing magic as that falls under the purview of the Cleric class.
Determining Initiative: roll 1d10, add Dexterity modifier (if applicable), subtract weapon speed, highest result wins and descending order from there.
Thanks for reading.
_________________
The cheese stands alone...