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Post by Deleted on Sept 19, 2015 21:42:45 GMT -6
As I remember these damn things I will put them here.
1) Anyone may try any non weapon proficiency even if non proficient. A natural 20 = success
2) Characters use their CON score to determine how far negative hit points (death's door) they can go before dying.
3) Please announce what your rolls are if I ask. Failure to do so will aggravate me enough to ask you to quit the game.
4) Critical hits and misses are on a chart on the back of my DM screen. We do not use the Combat & Tactics critical hit charts.
5) The DM calls for dice rolls. Dice rolls before the DM calls are void. Any dice that roll off the table are void.
6) It is your job as owners of your character to know what they can do and what spells you may cast. If you do not read up on your abilities or spells that is your fault.
7) If I write something down and you don't we go with what I wrote down. Just shut up and take it.
8) Character's who show piety (make praying a part of their daily routine or morning rituals, use the gods names to curse or praise a given situation) may invoke the gods favor once a day in the form of a +/- 1 to any roll for anything. The god's name must be used before the die is cast.
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Post by Deleted on Sept 19, 2015 22:17:33 GMT -6
Getting Sick
Sick- 1(d4) hit points Severely Ill – 1 (d8) hit points Bedridden – 2 (d6) hit points Coma – 3 (d6) hit points
Once a Moon (month) roll a system shock. Successful check means the character is healthy. Failed roll means the character is Sick. The character will suffer from “fatigue” (per Combat and Tactics) until a Constitution check is made once per day.
If the Constitution check is successful, then the character is over the sickness. If the Constitution check is failed, the character must roll a System Shock. If the System Shock is successful, there is no further deterioration, but the character remains Sick.
If the System Shock roll is failed, the character declines becoming Severely Ill and suffers from “exhaustion” (per Combat and Tactics), until a Constitution check is made once every other day. If a successful Constitution check is rolled the character returns to the Sick category and suffers from “fatigue” (per Combat and Tactics).
If the Constitution check is unsuccessful, the character then rolls a System Shock. If the System Shock roll is successful then the character remains Severely Ill. If the System Shock roll is unsuccessful, the character looses 2- (d6) hit points and enters the category of being Bedridden until a Constitution check is made once per Em (week). If a successful Constitution check is made, the character returns to being Severely Ill. If the once an Em Constitution check is failed, then a System Shock roll is made. If successful, the character remains Bedridden.
If the System Shock fails, the character immediately looses 3- (d6) hit points and is in a medical Coma. The character then makes a Constitution check once a Deem (two weeks). If a successful roll is made, the character recovers from the Coma, but remains in a Bedridden state. If the once per Deem Constitution check fails, the character rolls a System Shock. If the System Shock roll is successful, the character remains in the Coma state.
If the System Shock roll fails, the character looses ONE POINT of Constitution permanently and also takes 3- (d6) hit points.
This continues until:
1) The character receives magical healing.
2) The character makes the series of successful checks.
3) Death overtakes the character.
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Post by Deleted on Dec 8, 2015 20:10:55 GMT -6
To catch something a character makes a dex check at normal chances, modified by having some other proficiency that helps catching or by a negative amount based upon using the weight of the object and comparing it to the encumbrance rules modifier (Combat & Tactics). This way anyone can try to catch things but if you can't lift it you can't catch it.
Modify the check by -1 for every 10 feet.
Other modifiers may be applied for having to move to catch or something distracting the catcher like a spell or being struck in combat.
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Post by Deleted on Mar 10, 2016 23:37:49 GMT -6
Jumping: The character can attempt exceptional leaps both vertically and horizontally. If the character has at least a 20-foot running start, he can leap (broad jump) 2d6+his level in feet. No character can broad jump more than six times his height, however. With the same start, he can leap vertically (high jump) 1d3 plus half his level in feet. No character can high jump more than 1-½ times his own height."
From a standing start, a character with this proficiency can broad jump 1d6 plus half his level in feet and high jump only three feet.
The character can also attempt vaults using a pole. A vault requires at least a 30-foot running start. If a pole is used, it must be four to 10 feet longer than the character's height. The vault spans a distance equal to 1-½ times the length of the pole. The character can clear heights equal to the height of the pole. He can also choose to land on his feet if the vault carries him over an obstacle no higher than ½ the height of his pole. Thus, using a 12-foot pole, the character could either vault through a window 12 feet off the ground (tumbling into the room beyond), land on his feet in an opening six feet off the ground, or vault across a moat 18 feet wide. In all cases, the pole is dropped at the end of the vault.
Jumping Without Taking the Proficiency
Any character with a base move of 12 or more can perform a running jump of 3d4 feet. A jump of more than 12 feet requires a non proficient jumping check with a -1 modifier for each foot above 12. The jumper can do a standing broad jump of 2d3 feet; longer jumps require non proficient checks with the same penalties.
The character can perform a running high jump 2d3 feet without a check, higher obstacles require a check with a -1 modifier for every 6" of additional height. If jumping from a standing start the beginning height is 1d2 feet.
Any character with a base move of 6 to 11 are limited to 3d3 feet for a running jump. They may perform a standing broad jump of 1d3 feet. The character can perform a running high jump of 1d2 feet. If jumping from a standing start the beginning height is 1 foot.
The same penalties apply for longer attempts as listed above.
Characters who are encumbered reduce the amount of each jump by 1' for every category of encumbrance.
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Post by Deleted on Sept 28, 2016 21:01:09 GMT -6
Rules clarification-spells having only a verbal component may be cast regardless of physical status. Just saying the words will trigger the spell, regardless of whether the spell caster is tied up, laying prone, falling, etc. All other situational modifiers or restrictions still apply.
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Post by Deleted on Dec 8, 2016 13:18:11 GMT -6
Original House Rules To Be Considered During Play
1) Any comments from a player who is not involved in a conversation or situation is known as a "spirit voice." Any spirit voice which affects negatively on a story such as giving a hint to another player shall result in two things:
a) The fact which has been revealed shall be changed, rendering the information useless and possibly damaging the affected characters.
b) The character who the "spirit voice" came from shall lose 1d6 hit points. Each subsequent "spirit voice" shall result in another d6 damage, cumulative with what was rolled before.
If any character dies because of this house rule the offending player will be excused from the game for no less than 1 month or 4 games, whichever comes first.
2) Any character attempting a non weapon proficiency that they do not know shall make the check on a d20. A natural 20 is a success and explodes.
3) Any game session may be designated "You say it, you do it". This means any table talk or spirit voices will be taken as actual gaming trajectory. This rule helps eliminate distractions but should be used sparingly.
4) All first level characters get the maximum hit points. Upon achieving second and third level the character gets the best of three rolls for hit points gained. From then on it's one roll only.
5)Players should keep an updated character sheet at all times. If you own something and it's not on your sheet, then it is possible for the DM to rule you do not own it or it is lost.
6) In any game there will be times when a player does not agree with something in the game, whether it be rules interpretation, how something turned out, or why things are the way they are. To keep the game flowing the unhappy gamer will be given two minutes real time (buy a digital egg timer, they work great!) to explain their position. If the situation can not be resolved in two minutes the DM makes his decision and it stands the rest of the session.
7) The players then have until the next game (in my game it's 1 week) to discuss the situation in e-mail. If the DM was right then the discussion ends and the ruling is noted for future reference. If the DM is proven wrong the player receives a token called a "37". This token can be used once. It must be used before the current character being played goes up to their next level of experience. The "37" allows one re-roll of any roll by that character. It can affect a missed saving throw, a failed proficiency check, even re-roll damage from a 10d6 fireball.
8) Attempting to gain "37's" by arguing every rule interpretation will result in that player being dismissed from the table.
9) Extra XP are earned by non-roleplayed contributions to the game, such as painting figures, drawing maps, amd writing stories about characters.
10) Any critical hits or fumbles are taken from Cob 37's charts.
11) Characters who are not currently being roleplayed earn 1000 XP/year.
12) Characters who wield divine magic (usually priests) do not have to pick their spells during prayer. This rule is now under review.
13) Any spellcasting character can trade a higher level spell slot for a lower level spell in it's place.
14) Any character who displays piety or shows devout worship of a chosen faith, god, or higher power shall have the favor of the gods. The piety or worship must be more than a token saying of prayers and must include some type of daily ritual, i.e. attending mass every morning, etc.
The daily ritual should be left up to the character but if a chosen faith has a prescribed ritual it must be followed to receive the divine favor.
This favor will manifest by giving the character a +1 to any roll of any single die on any given day. The +1 shall be declared before the die is rolled.
There will be no stacking or stockpiling of divine favors, if it is not used during a "day" (meta game 24 hour period starting at dawn) then it is lost.
15) Upon reaching 0 hit points, a character can remain conscious but helpless for a number of rounds equal to their level (or highest level for dual or multi-class ), IF they make a system shock roll.
The only actions available to a helpless character are:
1) whisper 10 words or less
2) move one span in any direction
3) write five words or less
4) DM call about small bodily movements:
(e.g. lift a small object, push a light object, etc.).
For example: Oxboggin has three hit points and is slashed for five more points of damage. (This would bring his current total is -2.) Oxboggin is 9/9 Fighter/Mage. Then someone binds his wounds, stopping the bleeding and subsequent hit point loss. He can remain conscious, but helpless, for seven rounds. Then he would fall unconscious. If no one bound his wounds, he would lose one hit point each subsequent round and bleed to death upon reaching -con score. However, if the Elven page Jo-Ay (0 level ) was slashed and his current hit points equaled -1 or less, he would be unconscious immediately.
If a character loses one hit point each round and they are left unattended, when reaching negative hit points, they can remain conscious but helpless until they have a negative hit point rating equal to their current level (or highest level for dual or multi-class ).
For example: Oxboggin has three hit points and is slashed for eleven, taking him to -8. If he makes his system shock roll, and no one binds his wounds, he can remain conscious but helpless for one round. When he loses another hit point next round, he passes out and left unattended would eventually die.
16) Whenever a player has two characters and they meet for the first time, they both must roll reaction Vs. each other. Whatever the reaction result, the characters will always feel that way about the other. This rule is to prevent players from automatically having their characters become best buddies, sharing possessions, etc.
17) Whenever a natural "20" is rolled (on a d20), not only will the individual suffer extra damage (SEE: WOUNDS), the outermost clothing (armor, cloak, shirt, etc.) must save vs. crushing blow or be damaged. If nothing is being worn (e.g. by some monster), then no additional possession damage is accrued. This rule applies to all combat.
18) To notice something randomly or to spot something, the character rolls an observation non weapon proficiency check. This could also be called a perception check. This is superseded by any racial or class abilities that pertain to finding or detecting. (e.g.- elves finding/detecting secret doors).
19) Any rolls by anyone other than the DM may be asked to be confirmed (witnessed) by another player.
20) This is not intended for use with the Skills and Powers version of 2E psionics. I use the Complete Psionics Handbook, Dragon Kings, and The Will and the Way. These are the three books represented in the Deck of Psionic Powers and I limit psionics to those three books and that deck.
A) Dimension Door:
The psionicst has to see where the other door is going to open. He can't dimension door to anywhere he can't see with either clairvoyance or his eyes.
A dimension door is only as big as the psionicist who makes it. If anything larger tries to go through the door (from either side) the door fails.
B) Compact
When used upon something worn by a living/viable creature a saving throw vs spell is made to shed the item before it compacts. If successful the item simply falls off. If unsuccessful the item causes an amount equal to 10 minus the armor class (without dex, shield, or magic) before falling off.
21) Unused Language proficiencies may be converted into Non-Weapon Proficiencies, at a 1-for-1 rate.
22) Experience Bonus: For any player who develops a character with all attribute scores 13 or below, that character will receive a 20 % bonus to all experience earned throughout the life of the character.
23) Any character that does not show a belief in a higher power, whatever that may be, will be unable to be resurrected or raised from the dead through any means short of a wish or divine intervention.
24) Counterspells -Mages may trade any spell for a "dispel magic". In this manner a spell caster can counter another spell caster.
Example: During action declaration Eioin says he's going to cast a spell. He's watching VeVoh and thinks he's going to cast a spell. If Eioin wins or ties initiative he can "counter spell" (casting time- 3/fast). It acts as a "dispel magic" in terms of what needs to be rolled to see if it works.
Note that characters must be able to cast third level spells and has access to "dispel magic" for counterspelling to work.
25) A character can stay awake for one full day (24 spans) with no penalty. Every span (hour) after they must roll a constitution check or be fatigued. Every span after that they must roll a constitution check or become exhausted. No character may stay awake longer than two days or 48 spans. If a character is forced to stay awake longer than 48 spans he begins to lose hit points at 1d6 every span. These numbers can be modified with the endurance non weapon proficiency or the use of magic.
Any character who is fatigued (or worse) and who is not active (i.e., sitting, laying down, resting) may fall asleep with a failed level check on a d30. This check is made every span at the same time as the constitution check.
Any character who is fatigued or exhausted must sleep uninterrupted for eight spans to move back one category, this means an exhausted character must sleep 16 spans to fully recover or 8 spans to be fatigued. Effects of fatigue and exhaustion (from the Player's Option Books): "Characters and monsters who are fatigued move and fight as if they were encumbered one category more than they really are. For example, a character who was moderately encumbered becomes heavily encumbered when he is fatigued. Exhausted characters move and fight as if they were encumbered two categories more than normal. An exhausted, moderately encumbered character moves and fights as if he were severely encumbered."
26) A sleeping character has a -5 penalty to his surprise roll and does not get a dex based reaction adjustment to the surprise roll. A character who is not surprised wakes and can declare an action. However, any action performed on the first round out of sleep is done at -4 (-4 to hit, -4 for a any checks or saves, ect.) This penalty can be negated by magical means or a successful 'light sleeper' trait check vs wisdom at normal chances. A sleeping character will automatically fail to hear something that is approaching silently, such as a thief who successfully rolled his "move silently".
To wake a sleeping character there must be some loud noise within 30 feet (6 squares). The sleeping character rolls a d10. A roll of 9 or 10 wakes the character. In each successive round of noise the chance increases by 1 or more (DM's call) and another roll is made on a d10.
The original chance increases by 1 for every square closer, so if someone yells from 1 square away a roll of 4 or higher wakes the character. 2 squares=5, 3 squares=6, 4 squares=7, 5 squares=8.
Shaking the sleeping character will allow a d10 roll and anything but a "1" wakes the character.
28) Upon achieveing ninth level, any character gains double the Experience Points earned, including non-roleplaying contributions.
29) Before gaining any weapon or non weapon proficiency, the character, in game, must role play (explain) when and how they are gaining the proficiency. For example, Josh the fighter gains level 6. He wants to gain proficiency in short sword. Josh should have already been practicing with it or already be proficient with a similar weapon (any other weapon listed in a tight group of related weapons) as listed on page 145 of the Combat and Tactics book, TSR 2149. If Josh wanted to gain proficiency in blind fighting, he would either have to practice or be taught following the training rules in the DMG p 49.
30) Divine magic (priests and clerics) cast their spells using their native tongue. Arcane magic (mages) cast their spells using the magic language called 'Wyv'. See the miscellaneous section for the magic language by clicking HERE!
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Post by The Dungeon Master on Jan 8, 2017 13:38:40 GMT -6
If a combatant is knocked down (per combat and tactics rules) it normally is knocked down in the same square. If the creature is smaller it also gets knocked straight back a square for each size difference. If a creature is two sizes larger e.g., A huge size knocks down a medium size, the huge creature may pick two squares straight back or one square to either flank.
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Post by The Dungeon Master on Jan 15, 2017 15:56:44 GMT -6
If your character has no written background then it has no background, no experience with anything, and automatically fails any proficiency roll for which they do not have that proficiency. They will aways get the worst end of any game mechanic the DM decides is appropriATE.
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Post by The Dungeon Master on Apr 8, 2017 11:57:49 GMT -6
When reduced to negative hit points a character normally is helpless until: a) they reach 1 hp & one day has passed or b) until a 'heal' spell is cast.
This house rule states if a character was reduced to negative hit points and any curative magic was used to bring the character's hit point total to 1 or more, the character may return to full vitality if they roll a successful 'system shock' roll.
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Post by The Dungeon Master on Aug 7, 2017 17:47:24 GMT -6
Stunned Stunned creatures drop what they are holding and cannot take any meaningful actions. They cannot communicate, employ spells, use magical items, initiate psionic abilities, use spell-like powers, fight, or move freely. Movement is limited to one-third the creature’s current movement rate. Attacks against stunned creatures gain a +4 bonus. Proficiency checks are made at disadvantage.
Dazed The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
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Post by The Dungeon Master on Jan 4, 2018 21:50:19 GMT -6
Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
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Post by The Dungeon Master on Jan 13, 2018 11:37:17 GMT -6
This house rule supersedes the "guard" action
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action.
First, you decide what perceivable circumstance will trigger your action. . Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your action right after the trigger finishes or ignore the trigger.
If you ignore the trigger you may change your action, which is resolved after the round. Simultaneous "after round" actions are ordered by the original initiative roll.
When you ready a spell, you cast it as normal but hold its energy, which you release with your action when the trigger occurs. If your concentration is broken, the spell dissipates without taking effect and you lose your action.
Movement (not the move action) occurs at the normal time unless the player "holds" which delays their turn by a phase. In this manner a character can move during their readied action if the trigger occurs after their normal movement phase.
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Post by The Dungeon Master on Feb 9, 2018 23:17:20 GMT -6
To wake a sleeping character there must be some loud noise within 30 feet (6 squares). The sleeping character rolls a d10. A roll of 9 or 10 wakes the character. In each successive round of noise the chance increases by 1 or more (DM's call) and another roll is made on a d10.
The original chance increases by 1 for every square closer, so if someone yells from 1 square away a roll of 4 or higher wakes the character. 2 squares=5, 3 squares=6, 4 squares=7, 5 squares=8.
Shaking the sleeping character will allow a d10 roll and anything but a "1" wakes the character.
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Post by The Dungeon Master on Feb 14, 2018 19:14:22 GMT -6
Coup de Gras
1. A deathblow delivered to end the misery of a mortally wounded victim. 2. A finishing stroke or decisive event. [French : coup, stroke + de, of + grâce, mercy.]
After an enemy is reduced to 0 or negative hit points (and for all intents and purposes defeated, unconscious, or bleeding out) an immediate attack of opportunity may be taken. This coup de gras automatically does whatever damage or wounding the victor chooses. Depending on the situation the coup de gras may be an evil act. Revenge killing is always evil, no questions asked and this ruling is firm. If the coup de gras is used during an "agreed to finish" of a duel the act is at best a neutral action.
If a pattern of coup de gras is established the character is most assuredly not valuing life and the defense of "but my killing them prevents a,b, or c" will be met with "are you an oracle" or "when is killing a good act" and finally "YOU HAVE BEEN MADE AWARE OF THE DM's JUDGEMENT, DO AS THOU WILT AND LET ME WORRY ABOUT RUNNING THE GAME".
In lieu of the coup de gras the victor may do nothing (leaving the defeated "as is"). Leaving the defeated "as is" is is usually akin to "self defense" in the overall scheme of the combat as the enemy did not surrender or do some combat ending action before the victor's turn.
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Post by The Dungeon Master on Feb 22, 2018 11:30:16 GMT -6
This is a minor edit to the attack action 'cover':
Covering can also be used with any hand-held bladed weapon—basically, the character puts her sword to an opponent’s throat in a single adjacent square and menaces him. The victim must be stunned, dazed, pinned, unconscious, or surprised for a character to cover him with a melee weapon. As with bows and crossbows, the covering character automatically wins initiative against her target and can attack in the fast phase, or in the very fast phase if she is a specialist. The attack is made with a +2 bonus to hit, and the results are treated as a called shot to the throat (a hit gains a follow up attack roll, etc.)
Moving to cover an opponent is movement only, not the attack. To put a hand held blade weapon to an opponents throat(to cover) takes no movement and is not an attack.
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