House Rules

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dmw71
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Damage, Healing, and Death

#21 Post by dmw71 »

Damage, Healing, and Death
A character reduced to exactly zero hit points will simply fall unconscious, but is otherwise stable and not considered Dying (see below).


Dying
A character can survive a number of negative hit points equal to their 'Alive Until' total, as shown in the following table:

Alive Until.jpg
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At the beginning of each round, unless 'Stabilized' (see below), a dying character must attempt a 'Death' saving throw, as determined by their class, with the outcome resulting in the following:

- Failed Save: The character suffers one hit point of damage;
- Successful Save: No hit point loss; condition remains the same.



Death
A character is considered slain the instant their damage total meets or exceeds their 'Alive Until' total.

Death wrote:Death: A character or monster reduced to 0 hit points or less is killed.





Stabilization
Any character is capable of automatically stabilizing a 'Dying' character by dedicating a full-round action to the attempt.

Stabilization is a continuous process.

A 'Dying' character stabilized by another character the previous round will automatically succeed at their 'Death' saving throw attempt the following round.






Healing

There are two types of healing in this game:
  1. Natural: For each full day of complete rest, a character or monster recovers 1d3 hit points per character level. If the rest is interrupted, the character or monster will not heal that day.


    To count as a full day of “rest,” a character cannot engage in any strenuous activity, including, but not limited to traveling, fighting, researching, running, searching, hunting, or foraging, and the character must have adequate food and water.

    Basically, the character can do no more than converse and walk around his immediate area.



  2. Magical: Healing may also occur through magic, such as potions or spells. This kind of healing is instantaneous.

    Magical healing and natural healing can be combined.

For example:
  • A 1st-level character will recover (1d3)x1 hit points after a complete day of rest.
  • A 2nd-level character will recover (1d3)x2 hit points after a complete day of rest.
    ...
  • A 5th-level character will recover (1d3)x5 hit points after a complete day of rest.
  • Etc...
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Other Combat Issues

#22 Post by dmw71 »

Other Combat Issues
Thes following combat rules will be used in this game:

Attacking from Behind
Attacking from Behind.jpg
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Attacking with Two Weapons
Attacking with Two Weapons.jpg
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Blindness
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Bombing
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Invulnerabilities
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Missile Attacks on Targets in Melee
Missile Attacks on Targets in Melee.jpg
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Paralysed Opponents
Paralysed Opponents.jpg
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Parrying
Parrying.jpg
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Spacing
Spacing.jpg
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Splash Weapons
Splash Weapons.jpg
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Subduing
Subduing.jpg
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Unarmed Attacks
Unarmed Attacks.jpg
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Unstable Surfaces
Unstable Surfaces.jpg
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Water
Water.jpg
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These 'Charging into Melee' rules will not.





Other Combat Issues.png
Other Combat Issues.png (421.97 KiB) Viewed 815 times
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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dmw71
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Experience Points

#23 Post by dmw71 »

Experience Points
Per the Awarding XP, experience points will be awarded for:
  1. Recovered Treasure
  2. Defeated Monsters
There are no planned changes to alter the 'Defeated Monsters' values, but there is a big change to the Recovered Treasure rule:
Recovered Treasure wrote: Treasure that PCs bring back from an adventure is the primary means by which they gain XP-- usually accounting for 3/4 or more of the total XP earned.

Non-magical treasure: Characters gain 1 XP per 1 gold piece (gp) value of the treasure.

Magical treasure: Does not grant XP.

I am updating the 'Non-magical treasure' award from 1 gold piece (gp) equals 1 experience point (xp) to 1 silver piece (sp) equals 1 xp.

1 silver = 1 xp
1 gold = 10 xp
10 gold = 100 xp
100 gold = 1,000 xp
1,000 gold = 10,000 xp
Etc...


The Division of Experience rule remains the same; I'll just highlight the following:
Awarded XP is always divided evenly, irrespective of how the players decide to divide the treasure.


Story Awards
Additionally, the DM reserves the right to award story or general role-playing awards for outstanding play.



Prime Requisite Bonuses (Also here: Prime Requisite Bonuses.)
I want to avoid perpetuating the built-in advantages characters with high ability scores already have, and instead try rewarding characters that are successful despite working at a disadvantage.

As an experiment, we are going to ignore the current Prime Requisite Modifiers chart from the book and use the following matrix instead:

Prime Requisite Modifiers.jpg
Prime Requisite Modifiers.jpg (18.16 KiB) Viewed 807 times

In the event a class has multiple prime requisites, each is considered separately, halving the shown award (See: Rounding).
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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dmw71
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Levelling Up

#24 Post by dmw71 »

Levelling Up
Levelling Up wrote:When a character gains enough XP to reach the next experience level, the player should consult the description of the character’s class and note any improvements in saving throws, attack probabilities, spells per day, and other class abilities. If the character’s Hit Dice increase, a new Hit Die of the specified type should be rolled and the result added to the character’s maximum hit point total.

No training required.

All changes/increases go into effect immediately; however, in the case of arcane casters, the 'Adding Spells' rules are also in effect.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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