House Rules (a running roll)

TheMyth
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TheMyth
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House Rules (a running roll)

#1 Post by TheMyth »

House Rule #1 : CHARACTER CLASS PERKS:

- every CLERIC gets 2 perks:
1/ BONUS SPELLS to memorize based on high Wisdom (starts at level 1).
2/ an EXPANDED SPELL LIST based on the deity worshipped.

- every DWARF is HARD TO KILL, getting a save vs. Death Ray when hit points drop to 0 through -10, with success allowing the dwarf to recover above 0 with a number of hit points equal to LEVEL + CONSTITUTION BONUS.

- every ELF has 3 perks:
1/ SPELL MEMORY, a mental spellbook of each spell known based on spells castable (as rules) plus a number per level equal to Intelligence Bonus (plus Read Magic). Normal spellbooks are often still used to swap spells in and out.
2/ the ability to SPONTANEOUSLY CAST any spell in their Spell Memory without memorizing it individually beforehand.
3/ access to an expanded spells and/or abilities of ELF MAGIC (to be detailed later)

- every FIGHTER can CLEAVE, gaining an extra attack on a second nearby enemy after slaying a foe with the first attack.

- every HALFLING is DEADLY ACCURATE with rocks and slings, able to use those missile weapons to attacks foes in melee with allies without a chance of hitting that ally.

- every MAGIC-USER has 3 perks:
1/ a SPELL LIBRARY, a tome filled with spells based on their Intelligence (Chance to learn = INT on d20, minimum #=1/2 INT, max#=unlimited),
2/ the ability to ENSCRIBE SCROLLS for 100gp per level per day (quicker than Holmes rules), and
3/ BONUS SPELLS to memorize based on high Intelligence

- every THIEF can ESCAPE DANGER, either by slipping out of ropes or avoiding a missed trap, with an appropriate Ability Score Check

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Re: House Rules (a running roll)

#2 Post by TheMyth »

House Rule #2:

Every PLAYER CHARACTER begins with maximum hit points at level one.

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Re: House Rules (a running roll)

#3 Post by TheMyth »

HOUSE RULE #3 -Equipment

Every character starts with basic clothing & footwear (no elaborate wardrobes, please) and a cloak or coat appropriate for winter.

Every character gets a free COIN PURSE, which can hold 20 coins.

Cost for equipment always defaults to OSE rules.

For extras, consult the D&D RULES CYCLOPEDIA for costs, most of which can be found here:

https://caressofsteel.github.io/demos/d ... gear-2.jpg

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Re: House Rules (a running roll)

#4 Post by TheMyth »

House Rule #4: Magic Item Identification

Most magic items possess tell-tale magic runes upon them that can be deciphered via a Read Magic spell to determine the item's enchantment. (One obvious exception are Potions.)

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Re: House Rules (a running roll)

#5 Post by TheMyth »

House Rule #5: Two-weapon Fighting

If fighting with a weapon in each hand, the modifiers for the main hand/offhand are: 0/-4 (if weapons are equal size)

If the offhand weapon is a dagger: 0/-4 (penalty reduced by DEX bonus)
.

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Re: House Rules (a running roll)

#6 Post by TheMyth »

House Rule #6: Skills

I do not use a formal skill system. Instead, I rely upon the character's class and your very brief backgrounds to establish what they know and what they can do...in a mundane sense.

Thus, an Elf who grew up in Alfheim, a quasimagical forest, can hunt, knows basic animal lore, has a rudimentary understanding of weapons and spells, etc.

By contrast, an herbalist of Shalamar will know about medicinal plants, growing patterns, and health care.

When necessary, I will call for an appropriate Ability Check to adjudicate level of success, amount of knowledge, etc.

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