Ohmarr: House Rules
These rules apply to the Ohmarr campaign I personally am running, and they are not necessary to read if you are not one of my players. However, feel free to use the ideas if you think they work well for you.

Note that many of the restrictions or alterations I have placed on races and classes have to do with the fact that I am relatively new to running d20 System games, and reflect aspects of the D&D game I do not want to deal with (such as munchkin classes and monster player characters). Other alterations are to fit my idea of the world; for example, I did not want to deal with Outsiders on a significant basis, so there are no Outsiders beyond Elementals. You as a GM may find that if you use any of this material, that re-incorporating what I have omitted may suit your purposes better. Go right ahead. One day I may do the same.

Character Generation
Determining Attributes: You may choose your attributes in either one of the following ways. Choose one way and stick with it please.

  1. Die Roll Method: Roll 4d6 and record the sum of the highest three results. Repeat this six times–at the end you will have seven sets of numbers ranging between 3 and 18. Discard one of these results and assign the remaining six to your attributes as you see fit (Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma). You may think I am crazy, but this is actually the creation system I prefer when I create characters, having tried both.
  2. Point-Buy Method: Each stat begins at 8, and you have 28 points to distribute among each stat. It costs one point to raise a stat by one, up to 14 (i.e. it will cost 6 points to give yourself a stat of 14). It costs two points to raise a stat to 15 and 16 (i.e. it will cost 10 points to give yourself a 16), and three points to raise a stat to 17 and 18 (so a grand total of 16 points to give yourself an 18). There should be a chart in your Player's Handbook outlining point costs. Do note, in the book it says the point-buy system gives you 25 points; this is not a mistake: I am giving you 28.

Reminder: 10 is the average score. Scores above 16 are rare.

Comeliness Trait: I am sort-of-borrowing this from AD&D first edition, but am being less anal about it. Comeliness is an attribute that roughly measures how physically attractive you are. Like other D&D attributes, it ranges from 3-18. I am using it largely for, obviously, superficial reasons–and to help people make a distinction between Comeliness and Charisma, as many people, sad, sad geeks that they are, assume Charisma embodies more physical appearance than force of personality or social skill. Not that I think any of you are sad, sad geeks. You are happy, good geeks. But I digress. In gameplay, Comeliness is not going to play any sort of major role beyond how some people might respond to you when you first walk into a room. Once you open your mouth, things could go entirely another way. I am happy to let people simply choose their Comeliness rating, based on what you think is appropriate for your character. Be as ugly, average, or as pretty as you want to be. If you don't trust yourself, however, roll 4d6 and keep the best 3.

Starting Gold: Use the tables provided in the Player's Handbook to determine your starting gold. Money in Ohmarr is standard currency as it is described in the PHB.

Choosing Races and Classes: I am ONLY allowing the races and classes described in my source material as "Player Races" and "Player Classes." There are no other races you can play. They don't exist. If you really want to play a Lizardman, fine, as soon as the Ohmarran people see a talking two-legged lizard, they will scream "AAAAH! Wilderness Abomination!" and then they will all swarm on you and kill you, and you will have to create a new character. So just save yourself and myself the trouble and choose one of the races I have listed. Likewise, there are no other classes to play other than the ones listed. They just don't exist. Prestige Classes may be added; most of the D&D DM's Guide Prestige Classes (with the exception of Blackguard, as there are no Fiends in Ohmarr) work fine for the World of Ohmarr. Other ideas for Prestige Classes may be discussed with the GM, and I may create custom Prestige Classes later.

Ranger Skills: Since Rangers are so often depicted with bows, the whole "two-weapon" thing never made much sense to me. If you wish–and this decison must be made during character creation–you may use the Point Blank Shot and either the Far Shot or the Precise Shot Feats (choose one or the other during character creation) while wearing Light Armor. These two automatic feats will REPLACE Ambidexterity and Two-Weapon fighting. If you go this route, when you attain an attack bonus of +9, you may choose the "Rapid Shot" feat as one of your feats even if you have not bought the pre-requisites (instead of Improved Two Weapon fighting).

Using the Character Generator: The Player's Handbook comes with a CD-ROM that has a character generator program. I recommend using the character generator program, especially if you are a new player, as it does all the math for you and whatnot. But NOTE, however, the following things:

  1. The Kallian Elves and the Half-Dwarves are custom races for this game, so if you want to play one of these, you will not be able to use the generator. If you want to play a Sharran Elf, simply select "Elf" when creating your character.
  2. Some deities have domains from supplementary books. If you want a domain not listed in the creation program, simply leave this area blank (you will be able to fill the area in by hand when you print your character sheet).
  3. If you are using the custom regional or cultural Feats from this campaign world, just leave a feat slot empty in the program and fill the details in by hand.
  4. If you wish to use the Point-Buy system, make sure you set the base number of points available to "28"–it defaults to 25. If you wish to use my rolling system, I recommend rolling by hand and recording your results, and then feeding them into the generator manually. The dice roll system in the program uses the 4d6 system, but it only rolls six times. In order to use point-buy or roll new stats in the program, click the big purple "roll" button on the bottom of the screen.

Skills: All the skills in the PHB are available as skills in this campaign. Keep in mind, however, that Crafts, Knowledges, and Professions do not have to be restricted to what they list (those are suggestions), as long as they are suitable to the campaign world. Something like "Knowledge: Jelan Culture" could be totally acceptable. "Knowledge: Planes" will represent your understanding of the Realms of the Gods.

Use of Supplementary Materials: I have tried to avoid taking much from materials that are not the Core Rulebooks. I am trying to keep most things from the Core Rulebooks or from my own original ideas for this world. The only exceptions are some Items borrowed from the FRG (namely the chakram) and the Domains borrowed from the FRG and Deities and Demigods. I really want to avoid using Feats and especially Spells from materials other than the PHB or my original campaign material. So, if you want to use something from a supplement, I probably will not allow it, for my and other players' sanity if nothing else. I do encourage creativity, however, so if you come up with your own idea for a Spell or Feat, talk to me, and if it is suitable, we'll have your character work on "researching" it.

Other Suggestions:As I said before, I personally prefer to use the die-roll method to the point-buy method. I find you can actually on the average get better stats, and while you may not get the exact numbers you were hoping for, I've allowed for enough customization, I think, that you can create an interesting character, while sometimes receiving a bit of a role-playing challenge. Seriously, I've gotten my best characters through die roll. But choose whichever you wish.

Feel free to talk among yourselves–and of course to me!–when creating characters. Getting a balanced party can be essential to party survival, not to mention your enjoyment. I especially especially recommend having a cleric in the party, as they are useful for lotsa healing as well as dealing with undead. While specifically a fighter and a rogue are not essential, a damage-dealer and a highly skilled character is usually needed, and of course magic is always useful.

Other House Rules
Critical Fumble: Unless it starts proving to be a bane to everyone's existence, I am going to use the optional Critical Fumble rules. I figure if you can Critically Hit you can Critically flub it, too. Basically, if you roll a 1 on an attack roll, you must roll again–if the second roll also causes you to miss, you will critically fumble. Depending on the situation, this means you will lose your weapon, break your weapon, or do a minor injury to yourself (I will not let you kill yourself, however). And the good news is, the monsters can Crit Fumble too.

Let me know if you have any questions!

Main

World Information
Overview
Nations
Geography Cosmology

Player Information
Deities
Races
Classes
Feats
Languages
House Rules

The World of Ohmarr is a fantasy world created for use for a Dungeons and Dragons d20 System game. The campaign information here is posted for players' use within the restrictions of the Open Game License published by Wizards of the Coast for the d20 System. You must have the Dungeons and Dragons Players Handbook to play this game. The campaign world itself is MY (Death Quaker's) creation, and all original material belongs to me, ©2002. Please do not use or reproduce any of the original world material without my permission or without crediting me.