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Wildwood Red in Tooth and Claw [OOC]
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<blockquote data-quote="Voadam" data-source="post: 2813724" data-attributes="member: 2209"><p><strong>House rules</strong></p><p></p><p>House rules:</p><p></p><p>Beasts are Dangerous: iterative attacks work with natural weapons</p><p></p><p>Red in Tooth and claw: claws do slashing, bite does piercing.</p><p></p><p>Poisons are Deadly: successful saves on poisons result in half damage</p><p></p><p>More Death Buffer: Arcana Unearthed/Iron Heroes style extended disabled/dying and fort saves for negative hp instead of death at -10</p><p></p><p>Fancy Footwork: add base reflex save to Dex AC bonus.</p><p></p><p>Dodging is Simple: Dodge Feat = flat +1 dodge bonus</p><p></p><p>Hanging Tough: Toughness turns into Improved Toughness feat (from Complete Warrior, +1 hp/level) at third level.</p><p></p><p>Falling is Dangerous: falling damage accelerates, it is 1d6 for each ten feet fallen, for each set of 10'. Still 20d6 max</p><p></p><p>So:</p><p>10=1d6</p><p>20=3d6</p><p>30=6d6</p><p>40=10d6</p><p>50=15d6</p><p>60=20d6</p><p></p><p>Built Ford Tough: no massive damage save</p><p></p><p>Shirts or Skins: natural armor overlaps with regular armor instead of stacking</p><p></p><p>Hack, Hack, Hack: max hp at first level, half HD average round up for other levels</p><p></p><p>Mix and Match: No favored class, multiclass freely without xp penalty. Fractional BAB and save advancements for multiclass characters. Fractional saves give you levels in good or bad save progression (No starting over for another 2.5 with 1st level good saves).</p><p></p><p>Magic Stacks: multiclassing spell caster spell slots and spells known stack AU style</p><p></p><p>I can do Anything: No cross-class skills, everything is a class skill for everybody. Only need a story explanation for how acquired.</p><p></p><p>We Don’t Need No Stinking Skill Rolls: Don’t expect many skill rolls, particularly for social actions. Most things I see your score and character development (concept, history, characterization, and mechanical choices) and adjudicate based on that, not rolls.</p><p></p><p>I Kan Reed Gud: Characters are illiterate as a default. Literacy in a spoken language takes a one time feat then a separate skill point for every written language.</p><p></p><p>What’s That Say: Decipher script does not exist as a skill</p><p></p><p>It’s a Trap: Anybody can search for traps regardless of DC</p><p></p><p>I Make Magic: Crafting magic items does not cost xp</p><p></p><p>Magic’s Expensive: xp spells cost extra gold for component instead of xp</p><p></p><p>Feel the Power: levels are awarded when I say so, individual xp is not given to players.</p><p></p><p>Let’s Go: teleport is shorter range (1 mile)</p><p></p><p>Pikachu, I choose you: Summoned celestial and fiendish smite works as a lesser constant smite against targeted aligned creatures, not a powerful 1/day thing.</p><p></p><p>Some core spells not allowed (searing light I’m talking about you, domains using it will be modified upon request, also most anything with sonic damage).</p><p></p><p>Beyond Good and Evil: Alignment is only for divine champions, undead, and outsiders, everyone else is neutral. Alignments are primal forces, not moralities. Class alignment restrictions do not apply other than as social expectations.</p><p></p><p>Specific Beasts: shape shifting and summoning requires a focus of the thing being summoned or shape assumed (usually a bone).</p><p></p><p>Giants are People Too: Giants are a humanoid subtype that use giant type traits (can be affected by "person" spells, etc.)</p><p></p><p>Medusae are People Too: Monstrous humanoids are a humanoid subtype that use monstrous humanoid type traits (can be affected by "person" spells, etc.).</p><p></p><p>Trolls are Trolls: Trolls all also have the troll subtype regardless of whether they are also giants or monstrous humanoid subtypes.</p><p></p><p>Orcs are goblins: Orcs are subtype goblinoid and orcish is just a dialect of goblin</p><p></p><p>Did it Work?: DM handles all rolling. Post appropriate character mechanics and numbers in OOC portion of IC posts with spoiler tags.</p><p></p><p>What? You Want a Cookie?: No arrival gifts.</p><p></p><p>Skilled: Feats every level instead of every three. I think feats are fun and add to characters and want PCs to have more.</p><p></p><p>No Wasted Learning: If you multiclass into a class that grants a bonus feat you already have you instead gain a related feat. For instance a character with Tracking who later becomes a ranger could gain Skill Focus Survival to boost his tracking instead of being out a feat compared to a character that waited to learn tracking. Taking a class that provides abilities you are good at should make you better at those abilities instead of no increased benefit.</p><p></p><p>First level benefits are for the best of your classes. So the max hp and 4x skillpoints for first level are whatever your best class is. It doesn't matter if you go sorcerer 1 then rogue 1 or rogue 1 then sorcerer 1 both second level characters will look the same mechanically.</p><p></p><p>Smarts!: Int skill bonuses are retroactive. If somebody increases their int permanently through level advancement they get the extra skill points and can learn a new language. Skill increases must still make sense for the character from a story perspective and can be saved until appropriate opportunities for skill development.</p><p></p><p>I got better: heal works like treat injury from d20 modern, but the treat injury application can be done once per encounter resulting in wounds and cures 1d4 for every 5 points above DC 10 on the heal check.</p><p></p><p>Shake it off: Reserve hp rule, reserve points = max hp, 1 reserve point heals 1 damage 1/minute.</p><p></p><p>Mostly dead: instant death effects take you to dying status, not dead.</p><p></p><p>Healing is Easy: All core spellcasting classes get healing type spells on their spell list and at the lowest level it is available to the other core classes.</p></blockquote><p></p>
[QUOTE="Voadam, post: 2813724, member: 2209"] [b]House rules[/b] House rules: Beasts are Dangerous: iterative attacks work with natural weapons Red in Tooth and claw: claws do slashing, bite does piercing. Poisons are Deadly: successful saves on poisons result in half damage More Death Buffer: Arcana Unearthed/Iron Heroes style extended disabled/dying and fort saves for negative hp instead of death at -10 Fancy Footwork: add base reflex save to Dex AC bonus. Dodging is Simple: Dodge Feat = flat +1 dodge bonus Hanging Tough: Toughness turns into Improved Toughness feat (from Complete Warrior, +1 hp/level) at third level. Falling is Dangerous: falling damage accelerates, it is 1d6 for each ten feet fallen, for each set of 10'. Still 20d6 max So: 10=1d6 20=3d6 30=6d6 40=10d6 50=15d6 60=20d6 Built Ford Tough: no massive damage save Shirts or Skins: natural armor overlaps with regular armor instead of stacking Hack, Hack, Hack: max hp at first level, half HD average round up for other levels Mix and Match: No favored class, multiclass freely without xp penalty. Fractional BAB and save advancements for multiclass characters. Fractional saves give you levels in good or bad save progression (No starting over for another 2.5 with 1st level good saves). Magic Stacks: multiclassing spell caster spell slots and spells known stack AU style I can do Anything: No cross-class skills, everything is a class skill for everybody. Only need a story explanation for how acquired. We Don’t Need No Stinking Skill Rolls: Don’t expect many skill rolls, particularly for social actions. Most things I see your score and character development (concept, history, characterization, and mechanical choices) and adjudicate based on that, not rolls. I Kan Reed Gud: Characters are illiterate as a default. Literacy in a spoken language takes a one time feat then a separate skill point for every written language. What’s That Say: Decipher script does not exist as a skill It’s a Trap: Anybody can search for traps regardless of DC I Make Magic: Crafting magic items does not cost xp Magic’s Expensive: xp spells cost extra gold for component instead of xp Feel the Power: levels are awarded when I say so, individual xp is not given to players. Let’s Go: teleport is shorter range (1 mile) Pikachu, I choose you: Summoned celestial and fiendish smite works as a lesser constant smite against targeted aligned creatures, not a powerful 1/day thing. Some core spells not allowed (searing light I’m talking about you, domains using it will be modified upon request, also most anything with sonic damage). Beyond Good and Evil: Alignment is only for divine champions, undead, and outsiders, everyone else is neutral. Alignments are primal forces, not moralities. Class alignment restrictions do not apply other than as social expectations. Specific Beasts: shape shifting and summoning requires a focus of the thing being summoned or shape assumed (usually a bone). Giants are People Too: Giants are a humanoid subtype that use giant type traits (can be affected by "person" spells, etc.) Medusae are People Too: Monstrous humanoids are a humanoid subtype that use monstrous humanoid type traits (can be affected by "person" spells, etc.). Trolls are Trolls: Trolls all also have the troll subtype regardless of whether they are also giants or monstrous humanoid subtypes. Orcs are goblins: Orcs are subtype goblinoid and orcish is just a dialect of goblin Did it Work?: DM handles all rolling. Post appropriate character mechanics and numbers in OOC portion of IC posts with spoiler tags. What? You Want a Cookie?: No arrival gifts. Skilled: Feats every level instead of every three. I think feats are fun and add to characters and want PCs to have more. No Wasted Learning: If you multiclass into a class that grants a bonus feat you already have you instead gain a related feat. For instance a character with Tracking who later becomes a ranger could gain Skill Focus Survival to boost his tracking instead of being out a feat compared to a character that waited to learn tracking. Taking a class that provides abilities you are good at should make you better at those abilities instead of no increased benefit. First level benefits are for the best of your classes. So the max hp and 4x skillpoints for first level are whatever your best class is. It doesn't matter if you go sorcerer 1 then rogue 1 or rogue 1 then sorcerer 1 both second level characters will look the same mechanically. Smarts!: Int skill bonuses are retroactive. If somebody increases their int permanently through level advancement they get the extra skill points and can learn a new language. Skill increases must still make sense for the character from a story perspective and can be saved until appropriate opportunities for skill development. I got better: heal works like treat injury from d20 modern, but the treat injury application can be done once per encounter resulting in wounds and cures 1d4 for every 5 points above DC 10 on the heal check. Shake it off: Reserve hp rule, reserve points = max hp, 1 reserve point heals 1 damage 1/minute. Mostly dead: instant death effects take you to dying status, not dead. Healing is Easy: All core spellcasting classes get healing type spells on their spell list and at the lowest level it is available to the other core classes. [/QUOTE]
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