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<blockquote data-quote="Turanil" data-source="post: 2379239" data-attributes="member: 9646"><p>This is great!! Five / six players! I think we are done.</p><p></p><p>Generation: Roll 4d6, discard the lowest. </p><p></p><p>Clerics: rules remain the same. I just wanted to point out that a cleric is before all a priest, someone with strong religious emphasis rather than just a guy with plate mail and mace that can give back hp. Of course, a cleric may wear plate mail, wield a mace, and give back hp, but hopefully you see what I mean. Clerics are all priests of the Holy Church; their religion is the True Faith, loosely based on the Christian faith and Helene Church of David Eddings. The main objective of the Holy Church is to save souls from damnation. The Holy Church is basically LN with Good tendancies; yet there are allegiances not alignments, so it is an approximation. All priests have allegiance to the Church and to the "Law of God", and it means most priests are LN, with many LG and NG ones, and a few LE fanatics. It is said that a few priests have betrayed the faith and get dark magical powers from one of the seven Demon-Princes of Dread.</p><p></p><p>I will start a Googlegroup soon. But some emails will be outside the group of course.</p><p></p><p>Houserules: </p><p></p><p>-- Each PC has a background profession. This could be whatever appropriate to medieval and your class you can think of. A wizard could be an alchemist or a sage or a noble for example. The result is to add level to attribute checks that would pertain to your profession, but not other professions. Obviously a cleric's background is something like: parish-priest or recluse-illuminist-scholar or witch-finder, etc.</p><p></p><p>-- I give feats at 3rd level, 6th, etc. Feats as found in various thread on the subject of C&C feats. An example: a rogue may have weapon finesse with the rapier, meaning he uses his Dex modifier to BtH (but not damage) instead of Strength when using the rapier. </p><p></p><p>-- PCs begin with a number of Sanity points equal to 5 times their wisdom. This is not CoC however, so these points will be used only in extreme circumstances. On the other hand, they are very difficult to get back, and it tends to involve a priest rather than a psychologist.</p><p></p><p>-- Allegiances instead of alignments. Typical allegiances are: to the King, to the liege (feudal lord), to the Church, to the Iron Brotherhood (dwarves / swiss mercenaries), to the Chivalry Code, etc.</p><p></p><p>-- Multiclassing is like in 3e, with a painful twist: you use the worst EPP of the two classes whether you take a level in wizard or fighter.</p><p></p><p>-- Half-elves are treated normally. However, fluff-wise, they are orphans. They were sired by an outcast elf (the wise spirit folk never mingle with humans) and abandoned. They are raised by their human parent (usually a mother) or in some orphanage (of the Church). People see them as cursed people at best, with suspicion of witchcraft at worst. Half-elves are raised as humans, don't speak elven, and with some appropriate clothing and make-up can reasonably pass as humans, which is generally better for not attracting trouble.</p><p></p><p>-- Wizards must find their spells. It's not so difficult, but means I give them, not the player choose. Anyway, you can tell me what spells you would like to have.</p><p></p><p>-- I will handle combat, but so you know: on a natural 20 one deals maximum weapon damage and is entitled an immediate additionnal attack against the same target.</p><p></p><p>-- Maximum hit-points at first level. Normal thereafter.</p></blockquote><p></p>
[QUOTE="Turanil, post: 2379239, member: 9646"] This is great!! Five / six players! I think we are done. Generation: Roll 4d6, discard the lowest. Clerics: rules remain the same. I just wanted to point out that a cleric is before all a priest, someone with strong religious emphasis rather than just a guy with plate mail and mace that can give back hp. Of course, a cleric may wear plate mail, wield a mace, and give back hp, but hopefully you see what I mean. Clerics are all priests of the Holy Church; their religion is the True Faith, loosely based on the Christian faith and Helene Church of David Eddings. The main objective of the Holy Church is to save souls from damnation. The Holy Church is basically LN with Good tendancies; yet there are allegiances not alignments, so it is an approximation. All priests have allegiance to the Church and to the "Law of God", and it means most priests are LN, with many LG and NG ones, and a few LE fanatics. It is said that a few priests have betrayed the faith and get dark magical powers from one of the seven Demon-Princes of Dread. I will start a Googlegroup soon. But some emails will be outside the group of course. Houserules: -- Each PC has a background profession. This could be whatever appropriate to medieval and your class you can think of. A wizard could be an alchemist or a sage or a noble for example. The result is to add level to attribute checks that would pertain to your profession, but not other professions. Obviously a cleric's background is something like: parish-priest or recluse-illuminist-scholar or witch-finder, etc. -- I give feats at 3rd level, 6th, etc. Feats as found in various thread on the subject of C&C feats. An example: a rogue may have weapon finesse with the rapier, meaning he uses his Dex modifier to BtH (but not damage) instead of Strength when using the rapier. -- PCs begin with a number of Sanity points equal to 5 times their wisdom. This is not CoC however, so these points will be used only in extreme circumstances. On the other hand, they are very difficult to get back, and it tends to involve a priest rather than a psychologist. -- Allegiances instead of alignments. Typical allegiances are: to the King, to the liege (feudal lord), to the Church, to the Iron Brotherhood (dwarves / swiss mercenaries), to the Chivalry Code, etc. -- Multiclassing is like in 3e, with a painful twist: you use the worst EPP of the two classes whether you take a level in wizard or fighter. -- Half-elves are treated normally. However, fluff-wise, they are orphans. They were sired by an outcast elf (the wise spirit folk never mingle with humans) and abandoned. They are raised by their human parent (usually a mother) or in some orphanage (of the Church). People see them as cursed people at best, with suspicion of witchcraft at worst. Half-elves are raised as humans, don't speak elven, and with some appropriate clothing and make-up can reasonably pass as humans, which is generally better for not attracting trouble. -- Wizards must find their spells. It's not so difficult, but means I give them, not the player choose. Anyway, you can tell me what spells you would like to have. -- I will handle combat, but so you know: on a natural 20 one deals maximum weapon damage and is entitled an immediate additionnal attack against the same target. -- Maximum hit-points at first level. Normal thereafter. [/QUOTE]
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