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<blockquote data-quote="bytor4232" data-source="post: 4098636" data-attributes="member: 39692"><p>Okay, this is my first time running a game here. Here are a few house rules that I apply to every game I run:</p><p></p><p>Combat </p><p>In melee or ranged combat, if you roll a natural 1 on your attack roll, you</p><p>have fumbled. On your next turn you must spend your turn composing yourself,</p><p>weather its picking up your weapon or adjusting your bow.</p><p></p><p>Party Initiative</p><p>In combat, either the PC party or NPC party will go first, depending on whoever</p><p>has the higest bell-curve of initiative. In other words, everyone rolls for</p><p>initiative, the lowest roll is dropped, and whichever side has the highest</p><p>initiative goes first. On either side, whoever has the highest initiative goes</p><p>first, and combat proceeds clockwise. If an action will determine success or</p><p>failure for another action, then the DM will make a judgement call based on the</p><p>original initiative roll.</p><p></p><p>Dragons </p><p>The following is NOT common knowledge and requires a DC 30 knowledge check to</p><p>discover, unless you are informed within the context of the plot. In addition</p><p>to their normal abilities, all Chromatic and all Metallic dragons gain the</p><p>Alternate Form (Su) ability as wyrmlings and can assume any animal or humanoid</p><p>form of Medium size or smaller as a standard action three times per day. This</p><p>ability functions as a polymorph spell cast on itself at its caster level,</p><p>except that the dragon does not regain hit points for changing form and can</p><p>only assume the form of an animal or humanoid. The dragon can remain in its</p><p>animal or humanoid form until it chooses to assume a new one or return to its</p><p>natural form. </p><p></p><p>DM Dice Rolls</p><p>Most dice rolls for the DM will be done in secret, in other words, behind the</p><p>screen.</p></blockquote><p></p>
[QUOTE="bytor4232, post: 4098636, member: 39692"] Okay, this is my first time running a game here. Here are a few house rules that I apply to every game I run: Combat In melee or ranged combat, if you roll a natural 1 on your attack roll, you have fumbled. On your next turn you must spend your turn composing yourself, weather its picking up your weapon or adjusting your bow. Party Initiative In combat, either the PC party or NPC party will go first, depending on whoever has the higest bell-curve of initiative. In other words, everyone rolls for initiative, the lowest roll is dropped, and whichever side has the highest initiative goes first. On either side, whoever has the highest initiative goes first, and combat proceeds clockwise. If an action will determine success or failure for another action, then the DM will make a judgement call based on the original initiative roll. Dragons The following is NOT common knowledge and requires a DC 30 knowledge check to discover, unless you are informed within the context of the plot. In addition to their normal abilities, all Chromatic and all Metallic dragons gain the Alternate Form (Su) ability as wyrmlings and can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. DM Dice Rolls Most dice rolls for the DM will be done in secret, in other words, behind the screen. [/QUOTE]
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