House Rules
|
Home
Forgotten
Realms Info
Races
Time
Calendar
Timeline
Pantheon
Over Power
Greater Powers
Intermediate Powers
Lesser Powers
Dead Powers
Demi Powers
Chultan Powers
Mulhorandi Powers
Untheric Powers
Drow Powers
Dwarven Powers
Elven Powers
Gnome Powers
Halfling Powers
Orders
Spruce
Falls Info
History
People
Places
Guilds
Temples
Campaign
Info
House
Rules
PCs
NPCs
Maps
World
Overland/Area
Town
Site
|
Character
Creation |
Dice
Roll Method
- Players roll 4d6 for each ability score & select the three highest
numbers, rerolling 1’s. When 2 or more 1’s are rolled, reroll entire
set. Then the numbers are assigned to characters’ abilities as
desired. A
character without any scores above 15 may be discarded, and a new
character may be rolled up.
Character
Background – A
written character background is required for all characters.
Kits
- Kits
are allowed (with DM final approval).
Specialization
–
Only fighters may begin play with specialization. See below for info on
specialization after this for other PC’s.
Additional
Spells Granted (mages) – Starting
mages begin with 6 1st level spells: 3 player chosen & 3
universal (copy, detect magic, read magic). They are augmented by
character’s INT (knowledge) score, to represent the PC’s promise of
becoming a good mage by his/her tutor who wishes him/her to be prepared
in his adventures, as follows:
INT
Additional Spells (cumulative)
13
1st
14
1st
15
2nd
16
2nd
17
3rd
18
4th
19
1st, 3rd
20
2nd, 4th
21
3rd, 5th
22
4th, 5th
23
1st, 6th
24
5th, 6th
25
6th, 7th
These
spells are determined by the DM who will provide them to the player
after the character’s history is determined accurately
provide appropriate spells the tutor would know & provide the
PC with.
|
|
Combat
|
Initiative
– The
lowest initiative always goes first, equal numbers for both sides go
simultaneously.
-
Weapon
speed factors are used.
-
Initiatives
of more than 20 land on the next round at an initiative equal to the
amount above 20, & cause an additional modifier of the same
amount on that rounds initiative.
-
Multiple
attacks from one creature occur simultaneously at the highest
modified initiative (ex. ranger uses a dagger and a bastard sword at
the same time, he adds 6 to his initiative to see when he attacks)
Critical
Hits/Misses –
On a natural attack roll of 20, the character has scored a critical hit.
For
special effect, other than rolling for damage twice, the player must
roll an additional attack roll that would hit the target.
On a natural attack roll of 1, the character has scored a critical miss.
Results will be determined randomly by the DM.
Death
- Unconsciousness
occurs at 0 hp (unless specified by class or kit). Each
round thereafter, the character loses 1HP/round until he/she is either
healed or dies (at –½Con HP). For every point below 0 the character
was reduced by an attack there is a 10% chance of permanent scarring.
Touch
spells
– They only require that a caster hit AC 10 modified for dexterity
& magical bonuses, not taking into account armor, other than
shields. The caster may
attack with unarmed combat while attempting a touch spell, but must hit
against the full AC of the opponent.
|
|
Level Advancement
|
Specialization
– A PC fighter may
choose either Weapon Mastery or Multiple Specialization (max double
specialization), not both. All other characters are allowed single
specialization at any point after creation provided they follow the
normal rules for training.
Training
- After the PC has gained
sufficient XP to attain the next level, he must, until 7th
level:
-
Seek a tutor to train him to realize all the benefits of his new
level (skills, HP, THAC0, etc.). This tutor must be of the same class
& versed in similar proficiencies (WP &/or NWP) that the PC has
& wishes to attain. This tutor must also be of at least one level
higher than the PC.
-
Pay the tutor the sum of 100gp per level per week of training.
-
Spend
time training with the tutor. The amount of time required depends on the
instructor & the student. # of weeks = 19 - Instructors’ WIS. At
the end of this time the student makes a WIS or INT check whichever is
higher. If the check is successful the lesson is over & the
character can advance in level; however, if he fails, he must spend an
additional week in training & repeat the check with a +1 penalty
(cumulative). This process is repeated until the character advances in
level or the penalties make it impossible & the character must seek
another tutor & begin the process anew.
-
If
for some reason a character doesn't get trained for a long time, they
will stop gaining experience points past what they need for the next
level. For example, a 4th level warrior would collect experience until
(s)he had enough for 6th level, after that, all experience is lost.
S&P
Proficiencies & Level Advancement
- Each time a S&P character advances a level, he gains character
points (4) to use on weapon & nonweapon proficiencies or to hold for
use during the game. A character can add only one new weapon or
nonweapon proficiency per level advancement unless that character has a
special class ability that allows otherwise.
Characters cannot improve their unmodified ratings
in nonweapon proficiencies above 16. This can be modified upward by the
characters’ relevant ability scores, or by a trait that improves their
score in that specific proficiency.
Regardless
of how high a character’s modified proficiency rating becomes, a roll
of 20 on a proficiency check is always
a failure.
An
overview of CP uses is as follows:
-
Character points are used to purchase weapon proficiencies. New
weapon proficiencies usually cost 2 or 3 character points.
-
Similarly, character points are used to purchase nonweapon
proficiencies. Purchasing a nonweapon proficiency usually costs from 2
to 5 points. Also, character points are used to purchase traits, and
bonus character points are awarded for taking disadvantages.
-
Points can be used to increase proficiency scores. One character
point improves a proficiency score by a +1 permanent bonus. A nonweapon
proficiency only can be increased through character points once each
level. Adventurers can add 1 character point to a given proficiency each
time they advance a level of experience.
-
Wizards can spend points to gain extra spells. Only one
additional enchantment per level can be purchased this way, and the cost
is 2 points plus 1 point per level of the spell purchased. They cannot
purchase higher level spells than they can cast.
-
Points can be spent to improve a character’s roll for
additional hit points when advancing a level. For every 2 character
points spent, the player can roll one additional die when determining
new hit points, taking the highest number from the dice rolled.
-
Character points also can be used in the course of play, not just
during character creation or between adventures. During a game session,
a player can spend saved points to give his character a second chance to
accomplish a feat, or to reroll a failed attack, saving throw,
proficiency check, or even a low damage roll.
For
example, Leon chooses to save 2 character points after creating his
fighter. During a game, Leon’s fighter tries to strike an ogre. The
attack roll fails. However, the ogre strikes the fighter, wounding him
badly. In the next round, fearing for his fighter’s life, Leon
declares that he will spend a character point if his attack misses. The
roll indeed fails, and Leon now can spend a point and reroll his attack.
If this attack roll succeeds, the first roll is ignored and Leon’s
fighter has struck the ogre. If the reroll failed, Leon’s character
still misses and play continues. Regardless of any reroll’s success,
any character points spent are lost. Players can continue to spend
points as long as they declare so before rolling any dice—and as long
as they have points to spend. This mechanic allows characters a second
chance to accomplish important tasks or to achieve feats vital to the
story.
|
|
Spellpoint
Magic System |
Spellpoint
Calculation - ½
Relevant Ability (INT-mages or WIS-clerics) x PC’s level = Spellpoint
total
Spell
cast cost calculation –
Spell level x 2 = Spellpoint cost for casting spell
Spellpoint
recovery –
Spellpoints replenish daily provided the magicuser gets at least 8 hours
of uninterrupted sleep (4 if abilities allow).
Spell
Components – Common
components aren’t required, but more expensive or rare components
(gems, monster parts, specially made items such as glass rods, gold
daggers, etc.) must be bought, made, or found by the magicuser, &
must be kept track of by the player.
Wizard
Spells – Wizard
spells are not memorized daily, but instead, the mage is attuned to only
a portion of the Weave from which to draw his magical energy to cast any
spell in his repertoire. It is replenished daily with rest as detailed
above. He/she is required to study his notes (spellbook) daily to ensure
proper casting of his know spells (failure to do so will cause miscast
rolls). The time required for appropriate study is 15 minutes times the
highest level of spell the wizard may cast per day. At each level the
mage is allowed one spell to be designated as “memorized”, that is,
he/she can cast this spell even without having studied the spell the
previous day, & thus avoiding miscasts (i.e. lost spellbook). This
ability gradually fails with time if study does not resume &
miscasting can occur (see casting without spellbook).
Priest
Spells - Priest
spells are not memorized, but are prayed for.
Prayer takes 15 minutes times the highest level of spell the
priest may cast per day. If
the priest did not pray for the required amount in a particular day,
then they may cast no spells in that day, but do still receive granted
powers. Priests do not
receive spells at the time of prayer, but at the time of casting, with
the exception of Quest Spells. The
priest's god may substitute a spell of the same level, or not grant a
spell whenever deemed necessary. The
priest's god will also substitute spells if the spell is inappropriate
for the priest. 1st &
2nd level spells are always cast without intervention.
(“Prayer” is a loose term given to the types of activities
that are required by the individual’s deity.)
Like wizards, common spell components need not be kept track of,
but a priest must purchase or make a holy symbol, holy water, &
other more expensive or rare components & keep track of them.
Spell
Research
- Basic Time of Research = 3 weeks per spell level of dedicated time
(max 1 day of interruption without penalty)
Basic Cost of Research = 100–1,000 gp per spell level (TBD by
DM based on spell nature & accessibility)
Basic Success Chance = 10% + 1%/point of relevant ability score +
1%/ experience level – (2 x spell level)
If
the character does not succeed in his first attempt (unless he’s very
high level, he probably won’t), he may continue his research. At the
end of each additional week, he may attempt a check with a +10%
cumulative bonus. A result of 99 or 100 on his success check, the DM may
rule that the spell proves unworkable and must be abandoned.
#
of known spells -
depends on INT for spell limit -- basically no limit if INT above 18,
but limits if below as per standard rules.
Exceeding
# of spells limit
- The wizard must research any spells above &
beyond the normal # of spells limit for his INT, instead of
simply scribing any newfound spells into his spell book.
Casting
without spellbook – A
wizard has a chance to cast spells when he’s lost his spellbook/been
unable to study for the required time. The # of spells that can be cast
without the spellbook can’t exceed the spellcaster’s level in spell
levels & is restricted to spells of the next lower level than the
maximum level a caster can cast, however always includes cantrips (They
are the essence of the wizards spells & are almost impossible to
“unlearn”).
An INT knowledge check to remember the spell properly (-1
cumulative/day) & avoid miscast, & use the % to learn spell as
the basis for the check to cast properly (-10%
penalty cumulative/day) since studying spellbook (when either check
reaches 0 the caster can’t remember the spell). If the spell is
designated as a memorized spell, |
|
|
|
|