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Dungeons and Dragons Campaigns in Singapore
House Rules – A Thousand Years of Darkness in the World of Greyhawk


Chapter 1: Character Creation Rules for New Players
Fri, 19 Jan 2007

New players may create their characters themselves using the following rules. Those without the Players Handbook should refer to the D20 System Reference Document (SRD).

Number

Item

Rules in effect

1

Ability Scores

28 point (point buy method in DMG).

2

Races

Choose from PHB. Humans are the dominant race.

3

Classes

Barbarian, Bard, Fighter, Favored Soul (Complete Divine), Monk, Paladin (Complete Warrior variant), Ranger (Complete Warrior variant), Rogue and Sorcerer.

4

Prestige Classes

Check with DM.

5

Alignment

Non-evil characters only.

6

Hit Points

Full hit points at 1st level. For subsequent levels, it is based on the class hit die. D4 = 2, D6 = 4, D8 = 5, D10 = 6, D12 = 8.

7

Skills

Choose from PHB.

8

Feats

Choose from PHB.
For item creation feats, it allows your character to purchase items of the appropriate type for a reduced cost and without XP cost.
For consumable items, the cost is 3x the book price instead of 5x.
For non-consumable items, the cost is 2/3 the book price.

9

Deities

Choose from PHB. Non-evil deities only.

10

Equipment

Choose from PHB. Equipment is purchased using the character's Equipment Value (EV). Note that because of the episodic nature of the campaign, consumable items are 5x the normal book prices. All consumable items are refreshed automatically at the start of each module.

Note that a single item cannot exceed the Level GP Limit (half of the EV available to a character at the beginning of the current level or 100,000 gp, whichever is lower).

11

Spells

Choose from PHB, except alter self, polymorph, polymorph any object, and shapechange.

12

Magical items

Choose from DMG, except artifacts, evil items, cursed items, intelligent items, and futuristic/modern/renaissance items.
For consumable items, your character can buy them at full charges/uses or 1/5 charges/uses.

Note that a single item cannot exceed the Level GP Limit (half of the EV available to a character at the beginning of the current level or 100,000 gp, whichever is lower).

13

Coin on Hand (CoH)

Base CoH = (Character level x 2) + Charisma modifier + (10 x total number of ranks in Craft, Profession, and Perform Skills) + (10 for each item creation feat).
Coin on hand cannot be spent on equipment before the adventure. It is the minimum amount of gold in the character's pocket when the adventure starts. Unspent gold from the character's EV is added to the CoH.

14

Characters per player

Each player is only allowed to play one character in a campaign.


New players should create their characters online in advance and inform the DM. If you wish, you may prepare a one page background summary for your character.
New players without characters can also join in the game straight away using approved character cards from D&D Miniatures.
If you do not understand any of the above, don't panic. Just come down to the game session and you can play straight away using the character cards. After the session, you will be guided on how to create a new character.


Chapter 2: Character Advancement Rules
Fri, 19 Jan 2007

Number

Item

Rules in effect

1

Campaign Seasons and Adventure Modules

Each campaign season consists of multiple modules (i.e. adventure). Each module should take about 2 to 4 game sessions to complete. At the end of each module, the EV of characters will be updated to reflect the treasure gained. At the end of each campaign season, the final score will be computed and carried over to the next campaign season.

2

Experience Points (XP)

Experience points are awarded based on the degree of success in accomplishing module objectives, and to a lesser extent role-playing and individual contribution. No experience points are awarded for combat and treasure gain.

3

PC deaths

Your next character will be based on a loss in your dead character's XP and EV.
New XP = XP at point of death - (500 x PC level at point of death).
New EV = proportionate EV according to the new XP.

4

Treasure and Loot

All treasure and loot that are not crucial to the campaign storyline will be converted to cash and distributed to all active characters according to their level at the end of each module. This will increase the EV of the characters, which can then be utilized to purchase items that are deemed useful to the characters.

5

Equipping Characters

You can re-equip your characters between modules. You can retool your equipment list or keep what you had before. Once the new module has started, you cannot change your equipment list for the rest of the module. Consumed items are automatically refreshed at the start of each module if they are not changed.

6

Absence from Sessions

The characters of absent players would also be absent from the adventure for that session. No XP and treasure would be awarded to these characters.

7

Campaign Cards

At the end of the campaign season, players who participated actively are awarded Player Points depending on the degree of success. These Player Points can be used to purchase Campaign Cards that unlock various rule items (e.g. base classes, feats, etc.). The campaign cards provide experienced players a wider choice of options and greater flexibility in playing the game, as well as being a token of recognition for their past successes. Refer to announcements at the start of the new campaign season.

8

Campaign Card Stack

Each character may have a campaign card stack that can contain a number of campaign cards.