Imperialus
Explorer
So... here is the OOC thread for Dwimmermount. If you want to start posting your characters here that'd be cool.
I think we actually have everyone's PC's in the recruiting thread, so I'll start as soon as everyone checks in.
House Rules:
recovery from death PC's die when they hit 0 HP, but after combat his companions can attempt to resuscitate him if he has between 0 and -10 HP. At this point the player can make a saving throw vs. death to recover with a single hitpoint. If any healing magic is used during the resuscitation attempt it provides a bonus to the roll equal to the number of HP it would normally heal. For example if the party's cleric goes down the other players may choose to pour a potion of healing down his throat. At this point they roll 1d6+1 and add the result to his recovery roll.
XP for Treasure: XP for treasure is awarded on a 1:1 basis as normal, however in order to gain the XP the player needs to spend the treasure. This is mostly intended as an opportunity for roleplaying. A character may spend a few hundred gold pieces on 'wine women and song' at low levels, or begin investing tens of thousands of goldpieces in business ventures or laying the groundwork for the construction of a stronghold at higher levels. Dwarves repaying the debt owed to their 'father' also falls under this category.
Spell Levels: Spells are more limited than typical. No cleric spells beyond 5th level exist. Magic users begin with knowledge of 1 first level spell in addition to read magic and detect magic. There are no known magic user spells above level 6.
I think we actually have everyone's PC's in the recruiting thread, so I'll start as soon as everyone checks in.
House Rules:
recovery from death PC's die when they hit 0 HP, but after combat his companions can attempt to resuscitate him if he has between 0 and -10 HP. At this point the player can make a saving throw vs. death to recover with a single hitpoint. If any healing magic is used during the resuscitation attempt it provides a bonus to the roll equal to the number of HP it would normally heal. For example if the party's cleric goes down the other players may choose to pour a potion of healing down his throat. At this point they roll 1d6+1 and add the result to his recovery roll.
XP for Treasure: XP for treasure is awarded on a 1:1 basis as normal, however in order to gain the XP the player needs to spend the treasure. This is mostly intended as an opportunity for roleplaying. A character may spend a few hundred gold pieces on 'wine women and song' at low levels, or begin investing tens of thousands of goldpieces in business ventures or laying the groundwork for the construction of a stronghold at higher levels. Dwarves repaying the debt owed to their 'father' also falls under this category.
Spell Levels: Spells are more limited than typical. No cleric spells beyond 5th level exist. Magic users begin with knowledge of 1 first level spell in addition to read magic and detect magic. There are no known magic user spells above level 6.