[Last Change Made: August 22nd, 2008]
This page contains the house rules that apply to my online Dungeons and Dragons campaigns. I do periodically change them, but I'm usually good about giving advance notice to players that they should be on the lookout for said changes.
(* We are NOT in the Forgotten Realms; therefore anything canonical/NPC based is not necessarily being used. Only the special rules/items/talents/etc. apply here.)
In previous editions, it was my intent to keep things simple and based on Core books only. Fourth edition represents a chance for me to get away from that philosophy, to "integrate on the fly" as new source material becomes available. This can sometimes be a bitch for me - I don't relish going back to every established town I've created and adding Genasi, Drow and Swordmages when the Forgotten Realms Players' Guide comes out, to say nothing of re-adding Druids, Barbarians, and everything else that's "missing" once the Players Handbook 2 is released this coming March. I am, however, intent on giving it a try over the coming months, and seeing whether or not it is feasible as I build a new campaign world from scratch for the first time in over ten years. We'll see how it goes.
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I'm a big fan of the little things. Writing a short story about your character's background, or a ballad about the adventure if you're a bard, will frequently translate into XP for you.
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Please arrive 15-20 minutes before the start of a session. This way we're sure you're coming, we have time to socialize a bit before jumping into it, etc. This applies to online campaigns as well.
My rolling method is probably my weirdest rule, and it's a carryover from the way I handled ability score generation in D&D 3.5. It's designed to create heroes who are better than the average Joe, but who have a slight flaw or handicap that needs to be worked on as well. Here's the way it works:
1) Roll 4d6 7 times, dropping the lowest number each time.
Example: 13 17 9 11 14 12 9
2) Eliminate the median number from the stack.
Example: 17 14 13 12 11 9 9
3) Raise the second highest score to 18. Keep track of how many points are added to accomplish this.
Example: 18 17 13 11 9 9 (14 was raised by 4 points)
4) Reduce the lowest score by half the difference above.
Example: 18 17 13 11 9 7 (4/2=2, 9-2=7)
5) Assign scores where desired.
If you are making your character for an online campaign or while I'm not present, please use the Irony Games mail server to send me the unaltered rolls (obviously this does not apply to Play by Post games where a rolling system is included in the vBulletin software). When you fill out the form, make sure it's 4d6, drop lowest, repeated 7 times, mailed to jerry@deadlypuppy.com. And, of course, remember to use the formula above to calculate your actual scores.
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Chapter 2: Alignment
The D&D Alignment system that has been standard and sacred for over thirty years, the alignment system present in 3.5, is hereby restored. This makes for the following alignment choices:
Lawful Good, Neutral Good, Chaotic Good
Lawful Neutral, True Neutral, Chaotic Neutral
Lawful Evil, Neutral Evil, Chaotic Evil
The alignments presented in 4.0 cover five of the above; specialized rules for those in the Chaotic Good, Lawful Neutral, Chaotic Neutral and Lawful Evil will be covered when necessary within this document.
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Chapter 2: Deities
The deities in the PH are completely removed. I used to use the Deity system on a now-dead but very cool MUX called Treyvan, with my own flavoring. Except their website is down now. Blessing in disguise, since it has forced me to finally get off my ass and write my own gods, which I have begun to do. The pantheon can be reached by following this link and more detailed information about the gods will be made available in the coming months.
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Chapter 2: Languages and Scripts
In medieval times, less than one fifth of the population was literate. That being the case, I don't buy the book's idea that everyone automatically has the ability to read, write, and speak at least two languages (common and racial) if not more. Very few people in /our/ times are capable of all that. Some people are barely capable of one.
Therefore, the new rules are as follows: The only thing you get for free is the ability to speak one language. I would strongly recommend picking Common for that language, as most racial tongues don't see a lot of practice in a multiracial world anyway. If your Intelligence is 13 or higher, then taking training in the Diplomacy skill will give you access to Literacy, as well as any other racial languages you are being denied. Alternatively, if you take the Linguist feat (see below), you may obtain the ability to read and write. Yes, I am fully aware that Diplomacy is not a class skill for half of the currently available classes, and that for these people, literacy will be impossible without the spending of a precious feat to obtain it. This does exactly what I want it to do - make literacy as rare for you as it is for the rest of the world.
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Chapter 2: Retraining
Retraining is only allowed when your character is raised from the dead. Period. (I maaaaaaaaaaaay be lenient on this for the first two or three campaigns I run, since we're all learning 4th Edition and while I expect realism (which is the reason retraining is forbidden - how would one justify suddenly LOSING the Linguist feat to gain something else, without the traumatic experience of death behind it?) I also know that there's a learning curve to be considered. By the end of 2009, expect everything after the word "Period" to be erased.
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Chapter 3: Character Races
For the standard campaign that I run, the Dragonborn, Halfling and Tiefling races are Restricted, with it being VERY unlikely that one will be allowed to play a Dragonborn or a Halfling, while Tieflings will be generally accepted as long as they can be "passing" for human (IE hide the cloven hooves, headband around very small horns, etc.). The reason for this is simple - in my campaign world, the human/dwarven/elven alliance is on shaky enough ground as it is, sometimes good-natured towards one another but all-too-oft suspicious, backbiting and outright prejudiced. (As an example, the Pure Human Society, a secret organization within the kingdom of Descartes, has successfully exerted enough influence on the ruling family to see that only humans may hold landed noble ranks, to the extent that only two exceptions to this rule exist within the whole kingdom. Their logic is that the unnaturally long lifespans of eladrin, elves, half-elves and dwarves would give them an undue amount of influence in the kingdom, eventually taking over all positions of power solely because their families would suffer less chance of dying out before carrying on their family lines.) Imagine asking a society like that to tolerate WALKING DRAGONS amongst them. Sh'yeah, right. Tieflings, similarly, are seen (usually rightly) as bound by ancient pacts to demonic beings, such that their presence is an intolerable affront to what is right and lordly within the kingdom, so only those who can hide their tiefling nature can survive amongst the populous. And halflings? Halflings are ever-present in Descartes - as a slave class. They are the subjugated property of their owners, and thus not fit for play by a PC unless that PC realllllly wants to experience the stigma of being someone else's property (and, by extension, losing a LOT of their free will to make decisions in the game).
I will, on occasion, set up an alternate type of campaign that calls for ALL Dragonborn, or ALL Halflings, should I feel like telling the story of the noble dragonborn clans that have been exiled to the mountains since the human/elven/dwarven alliance began it's aggressions upon their lands, or the Halfling Resistance movement, trying in secret to liberate it's people and found it's own homeland. Or, of course, we may leave the country of Descartes entirely, in search of a region where all eight races do, in fact, peacefully co-exist. Such a place does exist within my campaign world. However, I mapped out Descartes first, and expect we'll be spending a lot of time there in the forseeable future, so this is how it is. :)
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Chapter 3: Characters and Age
I didn't like any of the PH rules on age in 3.5. 4.0 has, to some extent, become even worse. It's nice that they're not making any arbitrary age-based judgements anymore; child characters and elderly characters are simply flavor now, whereas before their stats and abilities were adjusted to ludicrous levels. (That said, do NOT try to put a human child character in front of me with a strength of 18. Every other stat is feasible, but a child that can benchpress 500 lbs is highly unlikely. 14 is the cap - anything higher will be handed out on a year-for-age basis, IE Str 15 at 15, 16 at 16, etc. Dwarven or Dragonborn children, however, are fair game for any strength score.) However, they have now made just about every race "live about as long as humans do", which is totally suck. The point of these different races was their longevity; in fact, the notion that humans pick things up more quickly because they don't live as long was at the /heart/ of what was supposed to differentiate one race from another.
Anyway, here are the ratios I will be using for the age of people, related to humans:
Dragonborn: .8:1 (16 yo Dragonborn = 20 yo Human)
Dwarven: 3:1 (60 yo Dwarf = 20 yo Human)
Eladrin: 5:1 (100 yo Eladrin = 20 yo Human)
Elf: 10:1 (200 yo Elf = 20 yo Human)
Halfling: 1.5:1 (30 yo Halfling = 20 yo Human)
Half-Elf: 2:1 (40 yo Half-Elf = 20 yo Human)
Human: 1:1 (Normality)
Tiefling: 1.5:1 (30 yo Tiefling = 20 yo Human)
Socially, humans in this time period were considered fully rational, capable adults at around 11 or 12 years of age, give or take a few years for regional custom. Physical maturity, however, was oft unreached until the age of 15 or 16. Use these bases to figure out the same for other races (IE Dragonborn would be adults at 9 and physically mature at 13, Elves would be adults at 115 and physically mature at 160, etc.)
Description Rules - Background:
Simply put, I need to know just about everything. Parents' names and occupations, whether or not there are any siblings, what happened to all of them, are you still in contact with them, what made you pick the adventuring life, who trained you, why do you have the skills you have, are there any distinguishing marks on you (scars, tattoos), if so how and why did you get them, do you worship a God, why or why not, are you left or right handed, gay straight or attracted to coconuts, what are your ambitions, boxers or briefs, and so on, and so on, and so on. It is impossible for you to be too detailed here. And please, please please don't cop out with the "my character has amnesia" excuse - even if your character /doesn't/ know it, I need you, the player, to know it. And I need to know it.
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Chapter 4: Character Classes
I'll admit it - I'm going to have fun with this one. :) I'm going to commit to making a new power for each class, on a rotating basis, one power added per week. There's so much room for it - 4th Edition really came out in a skeletal form, and with far too much focus on combat-oriented powers for my taste. So with no adieu, here's the first one, for the Cleric:
Level 2 Utility Prayer:
Righteous Cause
Daily * Divine
Standard Action / Ranged 2Target: One of your Allies (not you)
Effect: The target may reroll a failed skill check, provided that check did not have a negative penalty applied for failure. (Example: This could be used to reroll Diplomacy, so long as the failed roll was not so bad that the person being diplomacized now views the target less favorably. This could be used on Stealth, if the target has not already been detected because of the previously failed stealth roll, etc.)
WARLOCKS: Warlocks with the Infernal Pact are wise not to advertise that fact in most of the civilized world. Most Good-aligned societies have declared (perhaps rightly so, in most cases) that the Infernal Pact represents a deal with dark forces, and those who bear it's mark should therefore be locked away or euthanized "for the good of their own souls". Warlocks with the Fey and Star Pacts are generally more accepted, although still distrusted in some locales.
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Chapter 5: Skills
I admit, I'm not all that happy. There's less specialization now, more "block use", and I feel like that detracts from the realism a bit. I do have to begrudgingly admit that it's working so far, though, and thus leave it alone.
But it's on my chopping block.
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Chapter 6: Feats
Shortly, I will have fixed the deity-specific feats by including them in the description of the deity. "Shortly", of course, means by the end of 2009. In the mean time, you're in luck - any deity can have any deity-specific feat, and it will be "grandfathered" when I have established the /actual/ feats that go with each deity.
The Linguist feat does not function as written - instead of giving you three languages with all the trimmings, it give you three slots that can be used to purchase either fluency OR literacy in a language, including Common. So, for example, if I speak common and I take the linguist feat, I can use Slot 1 to read and write common, Slot 2 to speak Elven, and Slot 3 to read and write Elven. Or, alternatively, I can use all three slots to speak languages and remain illiterate. Or I can use all three spots to read and write languages, and remain unable to speak them.
There is not, at this time, any bonus for picking two languages which use the same alphabet. One is intended in the future, but I have to work out the particulars.
The multiclass feat for the WARLOCK class must be taken at 1st Level. This represents the pact is one made either in childhood or by the pact initiate's family prior to birth. Roleplay opportunities to make a pact during the game MAY be presented, but are not guaranteed. All other multiclass feats are open to players of any level as normal, and the restriction of only being allowed one for the character's entire lifetime is, for the moment, in effect.
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Chapter 7: Equipment
This section is far too bare for my tastes. Note to do something about that later. If you want to help me along, mention something you'd like and we'll happily adjudicate a cost, effect on game mechanics and whatever else is needed, and I'll put it on this list here.
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Chapter 8: Adventuring
A word on Skill Challenges: It is incredibly useful to have a skill-based mechanic as the SKELETON for roleplay and other non-combat encounters. I have essentially been doing so since 2nd Edition, and welcome Wizards of the Coast to my realm in that area. However, if the RPGA modules I've seen are any indication, Skill Challenges as written in the book are A) way too easy, B) "complete" before the characters have had a chance to get all of the pertinent information, and C) potentially VERY dry in the hands of a DM that sees rules as absolutes.
In my own homebrews, however, I often don't bother to write down the actual "mechanical" details of a skill challenge. I prefer a more free-form, relaxed approach to roleplaying that actually includes, y'know... ROLEPLAYING. If your tactic at "diplomacy" is to tell the Lord that he should let you escort him safely away from his ancestral land because his wife and daughter are skanky oafs not worth saving anyway, I don't care if you rolled a natural 20 to do it. ;) Conversely, a well thought-out argument should not blunder over the roll of a single 1. A combination of skill and luck will be used at all times, and the DCs will be set with the full understanding that you've got up to +8 waiting for you with all of your companions rolling assists. It will be fair when appropriate, and ridiculously unfair in either direction when appropriate. (A 1st level character is NEVER going to convince the King to give him a parcel of land, I don't care how many 20s you roll.)
Also, a word on Sunrods. 20 FREAKIN' SQUARES?!? They're a frickin' DAYLIGHT spell, for fucks' sake. That said, I'm not going to alter their makeup... yet. I'm just going to warn you that if you use one, you are lighting up your square like a Christmas Tree that can be seen for hundreds of feet in all directions. Infer from that what you will. :)
Finally, the Extended Rest requires EIGHT hours, not six.
Everything else is as written in the PHB.
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Chapter 9: Combat
Yeah, no way I'm even THINKING of messing with these rules until I've played a /lot/ more combats out. Besides, Wizards spent more time on this than anything else, and what they developed does seem, IMHO, to be a lot more fun and manageable than previous versions of the game.
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Chapter 10: Rituals
Again, a place where making my own additions is wiiiiide open. :) I'm going to do the first one now, and subsequent ones when I feel the urge:
Dismissal
Level: 13 / Component Cost: 1450 gp
Category: Travel / Market Price: 2900 gp
Time: 10 minutes / Key Skill: Arcana
Duration: Instantaneous
When you perform this ritual, the subject is sent to the exact location of his or her birth, regardless of distance - even those born on a distant plane of existance are returned to the spot. The ritual does not require that the recipient be willing, but it does require that the recipient remain inside the Ritual Circle for the duration of the ritual. Anything that happens to be in the exact space where the creature was born will be pushed out of it to make room for him/her. The tie is to the coordinates - if someone was born on the fourth floor of a building that has since been torn down, he/she will materialize in mid-air and fall normally. If someone was born at a spot that has since had solid rock put in it's place, that solid rock is shifted to make room for the new arrival.
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Encumbrance and Item Positioning
I don't work for the IRS, and have no wish to. Therefore, I'm not going to keep too close an eye on Encumbrance. If it's within reason, you can carry it. Start trying to carry horses and I'll slap you.What I will be keeping a close eye on is your basic wardrobe materials. Online MUDs have this great way of doing it - they catalog things by body part. I have a similar chart, and I'm going to want it to be very clear where every item is on your person. This way if you have to toss your backpack off to jump in the river and save the mayor's son, I'll know exactly what you lost.On a side note, just for informational purposes, I don't get involved in treasure disputes and I don't offer any advice on how treasure should be divided. Very frequently, I get up and walk away and don't come back until you tell me you're done or you need me to adjudicate PC vs. PC combat. :)What's Assumed and What Isn't
Under normal circumstances, I don't require any of the following to be declared: Bathroom Usage, Weapon Sharpening, Care of armor, haircuts, shaving, menstrual activities for female characters, Changing out of armor before sleep and changing into armor during routine wakeups. It will be assumed that all of this is being done unless you override it (IE maybe you want to sleep in your armor one night because you're in an especially dangerous area - if you make a habit of this, though, expect penalties for your sore back and rickety joints.) The reason I say "under normal circumstances" is because if you're trapped in a 5'x5'x5' hole for days for some odd reason, or something similarly limiting, I'm going to want to know which corner is the bathroom.
The following things are never assumed: Your eating and drinking habits, your cooking of meat, keeping watch or watch order, waking up the next person for their watch, periodic bathing and cleaning of your clothes, proper care of any animals you may have. I want to hear about it or it doesn't happen. And I will keep my recorder running for "I told you I did that!" kind of stuff. I will usually be nice and tell you at some point that you're starving or you smell, but unlike the magic thing above, I don't make any promises here.
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Chapter 1: How to be a DM
I suppose since they went through so much trouble to make this high, flowery chapter, I should take the time to let you know what you're getting into, by these "mechanical" standards.
As both player and DM, I'm definitely a "Storyteller" as defined on Page 9 of the DMG. I have little aspects of all the others in me, too, but Storyteller definitely defines the way I play and the way I run things. As far as "DM Style", as written on page 12, here's my scale:
Gritty (1) to Cinematic (10): 3
Medieval Fantasy (1) to Anachronistic (10): 2
Silly (1) to Serious (10): 6
Lighthearted (1) to Intense (10): 6
Bold (1) to Cautious (10): 3
Preplanned (1) to Improvised (10): 3
General (1) to Thematic (10): 8
Morally Ambiguous (1) to Heroic (10): Hard to rate, you guys steer this one. ;) I'll say 5.
When a player is missing, as per page 14 of the DMG, I prefer the "fade into the background" method. This means that if the party wipes, that missing player's character dies as well. I strongly enforce 1 character per player, I do NOT allow excessive table talk (you do NOT get to interrupt someone moving their character to a spot that's not advantageous to your plans, you do that AFTER the fight so they'll work better with you next time), and rules discussions are relegated to two minutes each, then I make my ruling and my ruling is final for the game session.
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There's only one thing further to comment on when it comes to the DMG, and that's this annoying assertion it keeps making about the world needing to be fair for the PCs. "If they decide to visit the Ancient dragon's lair at first level," it says somewhere, "then make it so that the dragon isn't home or just a baby is left behind."
Bull. Shit.
I can promise you that at some point in my very static world, you not only can, but WILL get yourselves in over your heads. Retreat is a perfectly viable option - learn to love it, and it may save your lives one day. You have been warned.
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Monster Manual Related Rulings
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Forgotten Realms Campaign Guide Related Rulings
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Chapters 1 and 2 are completely inapplicable to my campaign world. The magic items in Chapter 3 seem fine, as do the rituals, although the first involves an organization that doesn't exist in my world and will therefore have to be tweaked a bit. The rest of it all seems campaign-specific, so it's probably inapplicable. If you have any questions, ask.