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<blockquote data-quote="Oofta" data-source="post: 8500934" data-attributes="member: 6801845"><p>I voted 1-2 pages but it's probably at most a page. Most of my intro notes are just clarification of what kind of campaign I run, limits on warlock patrons, what races I allow, no evil PCs. I also have links to way too much documentation on the campaign world which I don't count as house rules, including deities which are mostly borrowed and revised for my world.</p><p></p><p>The only gray area that I don't really consider a house rule is that I did decide to sit down and create a price list for items that I derived from Xanathar's. I don't have an open magic mart, it's more of a brokerage and items may or may not be available mostly depending on PC level and whether I think it will affect game balance. It's also just a base price which may vary depending on other circumstances.</p><p></p><p>[SPOILER="The entire massive list"]</p><p></p><p><strong>Stat adjustment items: </strong>Items that adjust Stats (strength, int, etc) work a little differently than listed in the book; they add to your base ability instead of replacing it but the max is also increased by 1. For example, Gauntlets of Ogre Power add +2 to your strength (max 20), they don't change it to 19. Any item that have a maximum score of 20 or less do not require attunement. Items that can increase above 20 still require attunement. See <a href="https://thraesworldinformation.obsidianportal.com/wikis/purchasing-cost" target="_blank">Purchasing Costs</a> for details.</p><p></p><p><strong>Death and Dying:</strong> There is a cost to dying in my world. Most NPCs can't be raised from the dead. This is a world where even gods can die. When people die, there is a very short timeframe when their soul is traveling through Nifleheim. Once in their final destination (whether Valhalla, Helheim or other) they cannot return. If a PC dies and is raised, there will probably be consequences that have to be dealt with. Exact details will be dealt with in-game (although perhaps not in the same game session the PC is raised in) and won't be meta-game penalties but repercussions that have to be dealt with by the PCs.</p><p></p><p><strong>Paladin Mounts: </strong>As written, paladin mounts are useful when you first get them but die quickly at higher levels. To give them a bit more durability, they gain HD equal to the PC's level. In addition, their proficiency bonus (and therefore chance to hit) increases at the same rate as the PC.</p><p></p><p><strong>Other minor changes </strong></p><ul> <li data-xf-list-type="ul"><strong>Bag of Holding:</strong> require an action to retrieve an item.</li> <li data-xf-list-type="ul"><strong>Bows:</strong> you can use either strength or dex, they are finesse weapons.</li> <li data-xf-list-type="ul"><strong>Potions:</strong> drinking a potion is a bonus action.</li> <li data-xf-list-type="ul"><strong>Purchasing magic items:</strong> there is a base <a href="https://thraesworldinformation.obsidianportal.com/wikis/purchasing-cost" target="_blank">price list</a>, but magic is sold through brokers and items may or may not be available. Check first, actual cost may vary.</li> <li data-xf-list-type="ul"><strong>Heward's Handy Haversack:</strong> retrieve items as normal.</li> <li data-xf-list-type="ul"><strong>Teleportation Circle: </strong>You do not automatically know any sigils, sigil patterns are a closely guarded secret. </li> <li data-xf-list-type="ul"><strong>Teleportation: </strong>Several places have guards against teleportation beyond just the normal chance of failure. Use at your own risk.</li> <li data-xf-list-type="ul"><strong>Thrown weapons:</strong> you can draw them for free and throw multiple every turn. I assume you have either a bandolier or quiver of some sort to hold them.</li> </ul><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Oofta, post: 8500934, member: 6801845"] I voted 1-2 pages but it's probably at most a page. Most of my intro notes are just clarification of what kind of campaign I run, limits on warlock patrons, what races I allow, no evil PCs. I also have links to way too much documentation on the campaign world which I don't count as house rules, including deities which are mostly borrowed and revised for my world. The only gray area that I don't really consider a house rule is that I did decide to sit down and create a price list for items that I derived from Xanathar's. I don't have an open magic mart, it's more of a brokerage and items may or may not be available mostly depending on PC level and whether I think it will affect game balance. It's also just a base price which may vary depending on other circumstances. [SPOILER="The entire massive list"] [B]Stat adjustment items: [/B]Items that adjust Stats (strength, int, etc) work a little differently than listed in the book; they add to your base ability instead of replacing it but the max is also increased by 1. For example, Gauntlets of Ogre Power add +2 to your strength (max 20), they don't change it to 19. Any item that have a maximum score of 20 or less do not require attunement. Items that can increase above 20 still require attunement. See [URL='https://thraesworldinformation.obsidianportal.com/wikis/purchasing-cost']Purchasing Costs[/URL] for details. [B]Death and Dying:[/B] There is a cost to dying in my world. Most NPCs can't be raised from the dead. This is a world where even gods can die. When people die, there is a very short timeframe when their soul is traveling through Nifleheim. Once in their final destination (whether Valhalla, Helheim or other) they cannot return. If a PC dies and is raised, there will probably be consequences that have to be dealt with. Exact details will be dealt with in-game (although perhaps not in the same game session the PC is raised in) and won't be meta-game penalties but repercussions that have to be dealt with by the PCs. [B]Paladin Mounts: [/B]As written, paladin mounts are useful when you first get them but die quickly at higher levels. To give them a bit more durability, they gain HD equal to the PC's level. In addition, their proficiency bonus (and therefore chance to hit) increases at the same rate as the PC. [B]Other minor changes [/B] [LIST] [*][B]Bag of Holding:[/B] require an action to retrieve an item. [*][B]Bows:[/B] you can use either strength or dex, they are finesse weapons. [*][B]Potions:[/B] drinking a potion is a bonus action. [*][B]Purchasing magic items:[/B] there is a base [URL='https://thraesworldinformation.obsidianportal.com/wikis/purchasing-cost']price list[/URL], but magic is sold through brokers and items may or may not be available. Check first, actual cost may vary. [*][B]Heward's Handy Haversack:[/B] retrieve items as normal. [*][B]Teleportation Circle: [/B]You do not automatically know any sigils, sigil patterns are a closely guarded secret. [*][B]Teleportation: [/B]Several places have guards against teleportation beyond just the normal chance of failure. Use at your own risk. [*][B]Thrown weapons:[/B] you can draw them for free and throw multiple every turn. I assume you have either a bandolier or quiver of some sort to hold them. [/LIST] [/SPOILER] [/QUOTE]
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