Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What's in YOUR house rule document/collection?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 7013641" data-attributes="member: 92511"><p>My "Unearthed Arcana" is, essentially, my Houserule manual for the World of Orea campaign setting.</p><p></p><p>Basic character creation stuff:</p><p>Stats are rolled 4d6, drop lowest. Arrange to taste.</p><p>Starting HP are HDmax + Con. Roll HD + Con. each level after.</p><p>No evil PCs. We're trying to be/become heroes.</p><p> </p><p>Races: </p><ul> <li data-xf-list-type="ul">Humans: 6 playable variations. +3 (thus far) more NPC options-</li> <li data-xf-list-type="ul">Elves: PCs can be High Elves, Wood Elves, and the Orean equivalent of ""Valley Elves."</li> <li data-xf-list-type="ul">Dwarves, hairfooted halflings, gnomes, half-elves, half-orcs as normal.</li> <li data-xf-list-type="ul">Add Centaurs, Satyrs, Sprites, Lizardmen, Zephari (avian/winged humanoids), Jerali (felinoids, more Thundercats than Tabaxi)</li> <li data-xf-list-type="ul">Drow are not permitted for PCs.</li> <li data-xf-list-type="ul">Tieflings & Dragonborn do not exist in the world.</li> </ul><p></p><p>Classes:</p><ul> <li data-xf-list-type="ul">Barbarians are a race of human and a class with various abilities and specialities dependent on choice of clan[totem].</li> <li data-xf-list-type="ul">Mages [not "wizards"] gain spontaneous casting as they level up. Also General Mages are the norm, with specialist mages broken into "Schools" of varying popularity/size of "order," magical resources, and political power.</li> <li data-xf-list-type="ul">Paladins must be Lawful Good or Lawful Neutral. They are bound to deities, "chosen" warriors of the few Lawful deities who [are capable of] empower paladins including the King of the Gods/civilization/light/the forces of Good, the god of Battleskill/guardianship, and the goddess of Truth/justice/wisdom.</li> <li data-xf-list-type="ul">Druids belong to a single continent-wide hierarchical organization. Even PCs subject to superiors, laws/rules of the order, granted missions (or orders of non-interference), and otherwise carefully monitored by agents (friend and foe) of the organization as they advance in level/power. They are and must remain true Neutral.</li> <li data-xf-list-type="ul">Fighters, thieves, rangers, clerics, druids, monks, bards as normal.</li> <li data-xf-list-type="ul">Plus: Knight, Acrobat, Psychic, Witch, numerous [mostly religious orders] speciality Cleric sub-classes (mostly NPCs but available to PC clerics as appropriate).</li> <li data-xf-list-type="ul">No Sorcerers. No PC Warlocks.</li> </ul><p></p><p>General Play:</p><ul> <li data-xf-list-type="ul">No overnight healing. A night's sleep restores 1 + Con. mod. You do not gain this benefit with any levels of exhaustion. Multiple days of complete rest restore cumulative HPs + Con. mod (second night: 2 + Con, third night: 3 + Con., etc...) until maxed. Levels of exhaustion and/or ability damage are restored at a rate of 1 per full day's rest.</li> <li data-xf-list-type="ul">Initiative: d6 per side. Players roll one die for base for all players (normally taking turns each round). Then add Dex. and other relevant modifiers, to establish an order. DM rolls for their side, adds highest modifier/gets best individual initiative applies for whole side. If DM is highest all monsters go first, then PCs' side in their order. If PCs win, PCs go in order, then all DM side. Rinse, repeat each round.</li> <li data-xf-list-type="ul">The "cosmic forces" of Good, Evil, Law and Chaos (and insofar as "it" cares/acts, Neutrality) exist and they, thus your Alignment, matter. Alignment will be noticed, tracked, and can/will change as deliberate or repeated behaviors warrant. If this involves a shift in abilities or loss of class (such as for Druid or Paladin), then it will. It is up to the player to roleplay their PC appropriately to reclaim their original alignment, such as seeking out a profound atonement or enlightened breakthrough, if desired.</li> <li data-xf-list-type="ul">Natural 1 is auto-"critical"-fail, regardless of modifiers. Natural 20 is auto-success and double damage (including all relevant full mod's) on an attack roll. Critical fumble and hit charts exist. Group choice at start of session whether they will be used or not.</li> <li data-xf-list-type="ul">Internal consistency of the world and situation [the "common sense" that applies to the situation in the fiction] will supersede "but the rules say..." every time.</li> </ul><p></p><p>That's all that's really coming to mind right now. There's loads of other world/setting-specific details. But I guess they don't really count as "houserules."</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7013641, member: 92511"] My "Unearthed Arcana" is, essentially, my Houserule manual for the World of Orea campaign setting. Basic character creation stuff: Stats are rolled 4d6, drop lowest. Arrange to taste. Starting HP are HDmax + Con. Roll HD + Con. each level after. No evil PCs. We're trying to be/become heroes. Races: [LIST] [*]Humans: 6 playable variations. +3 (thus far) more NPC options- [*]Elves: PCs can be High Elves, Wood Elves, and the Orean equivalent of ""Valley Elves." [*]Dwarves, hairfooted halflings, gnomes, half-elves, half-orcs as normal. [*]Add Centaurs, Satyrs, Sprites, Lizardmen, Zephari (avian/winged humanoids), Jerali (felinoids, more Thundercats than Tabaxi) [*]Drow are not permitted for PCs. [*]Tieflings & Dragonborn do not exist in the world. [/LIST] Classes: [LIST] [*]Barbarians are a race of human and a class with various abilities and specialities dependent on choice of clan[totem]. [*]Mages [not "wizards"] gain spontaneous casting as they level up. Also General Mages are the norm, with specialist mages broken into "Schools" of varying popularity/size of "order," magical resources, and political power. [*]Paladins must be Lawful Good or Lawful Neutral. They are bound to deities, "chosen" warriors of the few Lawful deities who [are capable of] empower paladins including the King of the Gods/civilization/light/the forces of Good, the god of Battleskill/guardianship, and the goddess of Truth/justice/wisdom. [*]Druids belong to a single continent-wide hierarchical organization. Even PCs subject to superiors, laws/rules of the order, granted missions (or orders of non-interference), and otherwise carefully monitored by agents (friend and foe) of the organization as they advance in level/power. They are and must remain true Neutral. [*]Fighters, thieves, rangers, clerics, druids, monks, bards as normal. [*]Plus: Knight, Acrobat, Psychic, Witch, numerous [mostly religious orders] speciality Cleric sub-classes (mostly NPCs but available to PC clerics as appropriate). [*]No Sorcerers. No PC Warlocks. [/LIST] General Play: [LIST] [*]No overnight healing. A night's sleep restores 1 + Con. mod. You do not gain this benefit with any levels of exhaustion. Multiple days of complete rest restore cumulative HPs + Con. mod (second night: 2 + Con, third night: 3 + Con., etc...) until maxed. Levels of exhaustion and/or ability damage are restored at a rate of 1 per full day's rest. [*]Initiative: d6 per side. Players roll one die for base for all players (normally taking turns each round). Then add Dex. and other relevant modifiers, to establish an order. DM rolls for their side, adds highest modifier/gets best individual initiative applies for whole side. If DM is highest all monsters go first, then PCs' side in their order. If PCs win, PCs go in order, then all DM side. Rinse, repeat each round. [*]The "cosmic forces" of Good, Evil, Law and Chaos (and insofar as "it" cares/acts, Neutrality) exist and they, thus your Alignment, matter. Alignment will be noticed, tracked, and can/will change as deliberate or repeated behaviors warrant. If this involves a shift in abilities or loss of class (such as for Druid or Paladin), then it will. It is up to the player to roleplay their PC appropriately to reclaim their original alignment, such as seeking out a profound atonement or enlightened breakthrough, if desired. [*]Natural 1 is auto-"critical"-fail, regardless of modifiers. Natural 20 is auto-success and double damage (including all relevant full mod's) on an attack roll. Critical fumble and hit charts exist. Group choice at start of session whether they will be used or not. [*]Internal consistency of the world and situation [the "common sense" that applies to the situation in the fiction] will supersede "but the rules say..." every time. [/LIST] That's all that's really coming to mind right now. There's loads of other world/setting-specific details. But I guess they don't really count as "houserules." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What's in YOUR house rule document/collection?
Top