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    House Rules v 0.4D&D 4th edition supplement for playing in Arlos Campaign

    This should cover all the bases, but if you have any questions, or wish to challenge any of these rules, feel free to contac

    me. [email protected]

    04-Apr-2013

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    Rule of Fun: We play games for fun, and should strive to make if fun for everybody. Page 1

    You can calculate success one of

    two ways, because math is awesome

    like that.

    You can roll first, and then

    multiply the result by the items

    rarity value. If the amount is less

    than the total you have in your AG

    account, you have the item.

    Alternately, you can determine a

    DC by dividing your AG account by

    the rarity value.

    Rarity: C=5; U1=25; U2=50; R=250

    D20 C U1 U2 R

    1 5 25 50 250

    2 10 50 100 500

    3 15 75 150 750

    4 20 100 200 1000

    5 25 125 250 1250

    6 30 150 300 1500

    7 35 175 350 1750

    8 40 200 400 20009 45 225 450 2250

    10 50 250 500 2500

    11 55 275 550 2750

    12 60 300 600 3000

    13 65 325 650 3250

    14 70 350 700 3500

    15 75 375 750 3750

    16 80 400 800 4000

    17 85 425 850 4250

    18 90 450 900 4500

    19 95 475 950 4750

    20 100 500 1000 5000

    We use a D20 for simplification

    purposes. If you wish to use a d100,

    simply divide all Rarity values by 5.

    Money, Equipment and Gear

    Enhancement bonusesWe are using the rules in PHB2 for automatic enhancement bonuses. This

    reduces the needto constantly seek out new equipment.

    Adventuring Gear (AG)Adventuring Gear is the stuff you are likely to just have on you. You are a

    seasoned adventurer, and it is expected that you would buy supplies of

    certain things as you traveled. You are not expected to list every item, jus

    the ones that you feel you must absolutely have. Other items, though,

    theres a chance of having based on how much you put into AG account.

    General guidelines are as follows:C - Common items: 1%/GP

    Flint and tinder, canteen, hemp rope, writing implements, etc.

    You have a 1% chance for every gold put into Adventuring Gear.

    U1 - Slightly Uncommon items: 0.2%/GP

    Wire, tent, shovel, lantern, silk rope, etc., things that an adventurer is likely to have.

    You have a 1% chance for every five gold put into Adventuring Gear.

    U2 - Uncommon items: 0.1%/GP

    Items that would be odd for you to have, but are not highly specialized items.

    You have a 1% chance for every ten gold put into Adventuring Gear.

    R - Rare items: 0.02%/GP

    Ice climbing equipment, wood working tools, anything specific to a craft or trade,

    things it is unlikely you would be carrying around on a whim.

    You have a 1% chance for every fifty gold put into Adventuring Gear.

    Ultimately, if you really want

    to be sure to have an item,

    buy it.

    Final note, if the gear you

    pull out of your pack isworth more than 1 gp, you

    deduct that amount from

    your Adventuring Gear

    account.

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    Economics

    Initial funds

    Instead of starting with equipment based on your starting level and the two levels nearest you, you are given a funding

    amount from which you may buy your starting equipment (table 1: Starting Capital). You may pocket up to 10% of this

    fund for ancillary expenses (room, food, bribes, etc.) but the rest must be used for gear. If you have taken your tithe,

    purchased gear, and find you have some left over, this is immediately added to your AG account.

    Table 1: Starting Capital

    Level Heroic Level Paragon Level Epic

    1 304 gp 11 22,640 gp 21 566,000 gp

    2 672 gp 12 30,000 gp 22 750,000 gp

    3 1,232 gp 13 41,200 gp 23 1,030,000 gp

    4 2,112 gp 14 58,800 gp 24 1,470,000 gp

    5 3,312 gp 15 82,800 gp 25 2,070,000 gp

    6 4,528 gp 16 113,200 gp 26 2,830,000 gp

    7 6,000 gp 17 150,000 gp 27 3,750,000 gp

    8 8,240 gp 18 206,000 gp 28 4,650,000 gp

    9 11,760 gp 19 294,000 gp 29 5,350,000 gp

    10 16,560 gp 20 414,000 gp 30 5,850,000 gp

    Goods and Services

    Prices

    The world economy is not static. It cant be with adventurers finding and/or creating wealth all over the place. Also,

    supply and demand are not static. In some places, where adventurers are thick, there is a bit of market inflation.

    Sometimes, a lot of market inflation. In most cases, you will find that stores in the area are priced from 80% to 140% ofthe price listed in the books. This will be because it would be ridiculous for the DM to manage every single shop in a

    city. That is the base price, and there are ways to get it down from there, almost all using skills.

    It is similar when selling items. You can get anywhere from 10% to 35%

    value on average in an area. If you do not like the amount suggested, then

    you can use skills to get better deals.

    Manpower

    You can also purchase manpower. From mercenaries, to artisans, to

    courtesans, to clergy, you are allowed to outsource aspects of your

    adventuring that you find tiresome. If the job is perilous, you will have to

    pay a higher rate. And if you want the hireling to operate independently,

    there is even a higher rate for that.

    Finally, if you dont want to bother with it, you can always just do it yourself.

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    New Items

    Potions

    Vitae is your inherent life record, the essence of living. If one makes a proper distillation, it can be drawn out and

    converted to energy needed for different powers, effects, abilities, etc. This is the basis for all potions.

    Once Vitae is drawn, it can only be replenished by living life for a time. Spending time with friends, relaxingat home,

    enjoying vice, all are things that can restore vitae, depending on the person. In game mechanics terms, this means takin

    an extended rest.

    Vigors

    This is to fix the problem that potions just arent worth it. A vigor is a distillation of various ingredients meant to draw

    upon ones vitae. It forcibly extracts from the body that which the body wishes to hold in reserve. From the bodys

    perspective, it is like a mild poison. Therefore, vigors must be increasingly powerful to function on those with greater life

    force.

    But many of the components needed to make a vigor are lethal in high concentrations, while other components need to

    be in that higher concentration to work. Creating a greater distillation, while separating the dangerous levels of toxin

    out, is difficult and requires great skill.

    Vigor of Health (potion)

    A vigor of health of your level or greater will spend a surge, and heal you for one surge worth of HP. A vigor of health of

    less than your level will have no effect. An alchemist can distill down multiple vigors into a single vigor of greater level.

    For game purposes, the value of the component vigors combined will determine the level of vigor created in a direct

    monetary exchange.

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    Combat

    Death in combat

    Alternate Rule for 0 HP or less.Given how unfun it is to have to sit out, and how 4e is already a cinematic game, here are the rules for dying in combat

    At the end of any turn where the character has 0 or fewer HP, that player must make a saving throw to remain

    standing. If the player fails, the character falls prone.

    If a player begins his/her turn with less than 1 HP, they are stunned, and must make a death saving throw.

    If a player fails a death saving throw, they lose a surge, or if they have no surges left, they lose a surges worth of HP

    (instead of 3 fails and you are dead).

    A character may choose to "push" themselves. They will be dazed instead of stunned until the beginning of their next

    turn, and will lose a surge or HP as though they had failed the saving throw.

    When a players HP drops below - their max HP, that player is dead.

    Execution

    Execution (and assassination) just werent plausible before. I am hoping that this will somewhat fix that.

    Coup de grace

    Target must be helpless.

    Attack automatically crits.

    If you make a successful heal check before attacking (easy DC of the targets level), the target is vulnerable to the attack

    equal to the targets level.

    Action Points

    Action Point vs. Bonus Action Point

    Action points (AP)

    Action points operate largely as they have prior.

    Each leg of the adventure, you start with one action point. At every milestone, you gain an additional action point. You

    can only use an Action Point once per conflict, and only on your turn.

    Bonus Action Points (BAP)Bonus action points can only be acquired through the DM. They are rewards for good roleplay, enhancing the fun at the

    table, particularly clever actions, awesome, or even just being helpful. Bonus action points do not have a limit on when

    or how many are used in a conflict.

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    Note: If you have multiple saving throws to make, you must

    announce which condition you are saving against at the time

    of the saving throw. You can do this by calling out dice color

    per save, or by chronology. If you do not specify in advance,

    the DM will choose which roll applies to which condition.

    Uses for AP and BAP

    AP and BAP can be used to:

    Grant one additional standard action on your turn

    Grant one reroll on a skill check

    Grant one reroll on initiative

    Grant one reroll on a saving throw (this is the one case where you may use an AP not on your turn)

    Give a +1 to a roll after the roll has been made, but before the result has been announced.

    Negative conditions

    Multiple Conditions

    Damage

    Ongoing damage and multiple instances of the same condition do not stack. The greatest amount of ongoing damage is

    the damage suffered. Ongoing damage does

    not replace existing ongoing damage. Onecondition does not replace the other when

    applied.

    Example: You can have multiple instances of

    ongoing 5 damage but will only take the

    ongoing 5 damage once per turn. Or, if you are

    blinded, and then blinded again, you dont lose

    your hearing.

    Recovery

    With conditions, all are in effect until recovered. You must recover from all instances of a condition that are on you for

    the effect of the condition to go away.

    Ongoing damage and

    conditions dont stack,

    but they dont replace

    each other either. In

    order to overcome

    multiple conditions, the

    target must save against

    them all. If the multiple

    instances of ongoing 5

    damage above were

    save ends, and you

    made a save, you would

    only save against one of

    the instances.

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    New Skill DCs

    LVL Easy Mod Hard

    1 8 12 19

    2 9 13 20

    3 9 13 21

    4 10 14 21

    5 10 15 22

    6 11 15 23

    7 11 16 23

    8 12 16 24

    9 12 17 25

    10 13 18 26

    11 13 19 27

    12 14 20 28

    13 14 20 29

    14 15 21 29

    15 15 22 30

    16 16 22 31

    17 16 23 31

    18 17 23 32

    19 17 24 33

    20 18 25 34

    21 19 26 35

    22 20 27 36

    23 20 27 37

    24 21 28 37

    25 21 29 38

    26 22 29 39

    27 22 30 39

    28 23 30 40

    29 23 31 41

    30 24 32 42

    Skills

    Skills ListThere are now only 16 skills. Endurance has been removed from the list, as nobody

    took it because if a situation arose where it was needed, then all the party would have

    needed it.

    Sub-category skills

    Certain types of task were not previously well defined in the skill lists.

    Engineering Dungeoneering

    Medicine & Humanoid Biology Healing

    Botany & Animal Biology Nature

    New target DCs

    New DC tables are based on the assumption of skill (attribute bonus) and talent(training and focus).

    Easy - 50% chance of success for someone who is neither skilled nor talented.

    Moderate - 50% chance of success for someone who is either skilled ortalented

    Difficult - 50% chance of success for someone who is both skilled and talented

    Group skill checksGroup skill checks are there so when you really needyour group to do something, like

    sneak, the characters that are strong in that skill can mitigate the effect of the

    characters that are bad at that skill. Here is the process.

    One person is point, this is the person who makes the roll for that group.

    For each person in the group (including the point-man) there is a -2 to the check. All

    penalties are cumulative. You may break a party into as many or as few groups as you

    desire. Each will operate independently.

    The point person is dividing his/her attention between doing the skill and helping the

    others do the skill, this is represented by the -2 per person in the group. Other factors

    make it more difficult, so more penalties accumulate. Since this is replacing everybody

    having to do their own checks, the assumption is that everybody is putting forth the

    effort to aid the point person, and therefore none of the group can use an aid another

    to assist the point-man in removing the penalty incurred.

    Skill OptionThe skills are no longer tied to a particular stat and therefore are calculated as Level + Training + Focus only. Instead,

    you will tell me what you are trying to do and how you are trying to do it, and I will tell you what combination of skill and

    stat you should use. For example, if you want to climb a tree, you can just climb it with a Athletics + Strength check, or

    you can use the branches like parallel bars, in which case the DM may rule you can do an Athletics + Dexterity check.

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    This is also banned, whatever it is.

    Class Restrictions

    Banned ClassesThese classes are banned unless you can convince the DM that the game would be benefited (more fun) to allow them,

    or at the very least, that they would not cause

    problems.

    Because they are Broken

    Two-weapon Ranger

    The Two-Weapon Ranger is too powerful. Given

    that a reroll is almost equal to a +4, having two

    attacks without appropriate restrictions makes

    the TWR a glory hog at the table. All Ranger

    Powers that require two weapons are banned.

    The TWR may be allowed in a smaller group with

    only one striker.

    Because they have use a different

    system

    Ardent

    The Ardent is both complex and completely

    different than other classes. A lack of system

    mastery will slow down the game at the table.

    Battlemind

    The Battlemind is both complex and completely different than other classes. A lack of system mastery will slow down

    the game at the table.

    Psion

    The Psion is both complex and completely different than other classes. A lack of system mastery will slow down the

    game at the table.

    Restricted Classes (talk to the DM)

    Advanced players only

    Not straightforward. Only for those willing to put a lot of work into their character.

    Artificer

    The leader role is vital, and this is a difficult leader to play.

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    Druid

    Primal controller, not well defined.

    Paladin, Strength

    This class is underdeveloped and under supported.

    Seeker

    Primal controller 2.0, not well defined, nor well supported.

    Shaman

    The leader role is vital, and this is a difficult leader to play.

    Runepriest

    Not very supported. Purpose was to replace the Strength Cleric.

    The class is unusually annoying

    Likely to cause game slow down problems.

    Chaos SorcererWith the amount of logistical tracking of randomness rolls, this class can really slow down play and, if not played

    correctly, can fail to fill its role in the group.

    Weve grown suspicious of these classes

    These classes could be problematic in the wrong players hands. Please be aware, if picking one of these classes, that

    the Rule of Fun applies.

    Avenger

    The Avenger seems to be designed to be a loner. In cases of group play up until now, it has not contributed to the

    group.

    Barbarian

    The barbarian can either contribute or

    detract from group fun, with little neutral

    ground.

    Monk

    The monk is complex and needs lots of

    attention. Easier than other psionic

    classes, it still works differently from

    standard classes.

    Warden

    The warden is complex and needs a

    certain amount of system mastery.

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    Modified Classes

    Viability IssuesThe modifications here are to make a class more viable of an option.

    Archer ranger

    Archer Fighting Style - update

    When you use a projectile weapon such as a bow or a crossbow to make a ranged attack, you do not provoke attacks of

    opportunity from the target or targets of the attack. Also, since your focus is on archery, you gain the feat Far Shot as a

    bonus feat.

    Role enhancementThe modifications here are to make a class fill its role in conflicts better.

    Fighter

    Combat Challenge experimental*

    In combat, its dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can

    choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a2 penalty

    to attack rolls for any attack that doesnt include you as a target. A creature can be subject to only one mark at a time. A

    new mark supersedes a mark that was already in place.

    In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you,get a

    standard action as an opportunity action.*Experimental This rule or modification has not yet been tested. It may be further modified, or completely dropped based on the results of in game testing.

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    New Powers

    Optional At-Wills that count as basic attacks

    Advance of Wrath Barbarian Attack 1Your unbridled fury drives your foe back on his heels

    At-will * Primal, WeaponStandard Action Melee weaponTarget: One creatureAttack: Strength vs. ACHit: 1[W] + Strength modifier damage and you push thetarget one square and move in to the square it vacated.Level 21: 2[W] + Strength modifier damage.Special: This power maybe used in place of a basicmelee attack.

    Arcane Flash Wizard Attack 1

    You make yourself a conduit of mystical energy.

    At-Will * Arcane, ImplementStandard Action Melee touchTarget: One creatureAttack: Intelligence vs. ReflexHit: 1d8 + Intelligence modifier damage, and you pushthe target one square.Level 21: Increase the damage to 2d8 + Intelligencemodifier and push the target 3 squares.Special: This power may be used in place of a basic

    melee attack.

    Befuddling Taunt Bard Attack 1

    Dazzle them with brilliance, then blind them with bullshit.

    At-Will * Arcane, ImplementStandard Action Melee touchTarget: One CreatureAttack: Charisma vs. ReflexHit: 1d6 + Charisma modifier damage and the targetcannot take opportunity or immediate actions that targetyou until the beginning of your next turn.

    Level 21: Increase to 2d6 + Charisma modifier damage.Special: This power may be used in place of a basicmelee attack.

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    Pact Strike Warlock Attack 1

    You share your inner darkness, but to others it is a taint.

    At-Will * Arcane, ImplementStandard action Melee touchTarget: One creatureSpecial: The target is cursed by you. If the target wasalready cursed by you, add 1d6 additional damage to

    any damage dealt by this attack.Attack: Charisma or Constitution vs. ReflexHit: 1d10 + Charisma or Constitution modifier damage.Level 21: Increase damage to 2d10 + Charisma orConstitution modifier damage, and increase theadditional damage dealt to 1d6 + Intelligence modifier.Special: This power may be used in place of a basic

    melee attack.

    Fading Strike Ranger Attack 1

    You launch an attack, then back away to safety.

    At-Will * Martial, WeaponStandard action Melee orRanged weaponTarget: One creatureAttack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage, and you shift twosquares to a square that is not adjacent to the targetLevel 21: 2[W] + Dexterity modifier damageSpecial: This power may be used in place of a basicmelee attack

    Other powers

    This section is under construction and will be completed later.

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    Double Weapons

    Adventurers Vault (update)Page 10: Replace the Double Weapons sidebar with the following sidebar.

    Double WeaponsDouble weapons share the following traits.You must take the Double Weapon Proficiency feat to gain access to the Secondary end of a double weapon.

    You must wield a double weapon in two hands to use it. A Small character cannot wield a double weapon unless the weapon has the small property.

    Wielding a double weapon is like wielding a weapon in each hand. In the table, the first line of the double weapons

    entry describes the end of the weapon wielded in your main hand. The ind ented line describes the weapons other end,wielded in your off-hand. The two ends of a double weapon can have different proficiency bonuses, damage, properties,and weapon groups. The weight and price entries represent the total for the weapon, rather than only one side.

    When adding an enchantment that requires a particular weapon type, at least one end of the weapon must match the

    requirement. For example, an urgrosh could gain the vorpal enchantment, even though only one end meets the

    requirement of heavy blade or axe. An enchanted double weapon gains all benefits of the enchantment on each end (even if one end would not normally

    qualify for the enchantment). This does not increase the frequency of use of any power possessed by the item; if youwield a double weapon with a daily power you can still only activate that power once per day.

    Weapon Prof. Damage Range Price Weight Group PropertiesDouble Axe +2 1d10 - 40 gp 15 eu Axe Stout- Secondary End +2 1d10 Axe Off-HandDouble Sword +3 1d8 - 30 gp 11 eu. Heavy Blade- Secondary End +3 1d6 Light Blade Defensive, off-handQuarterstaff +2 1d8 - 5 gp 4 eu Staff Stout- Secondary End +2 1d8 Staff Defensive, off-handUrgrosh +2 1d12 - 10 gp 8 eu Axe Stout- Secondary End +2 1d6 Spear Defensive, off-handNew Weapon FeatsThese are listed in the Feats section, but are repeated here to reduce page flipping related repetitive strain injuries.

    Double Weapon Proficiency

    Benefit: You gain the property benefits of the secondary end of any double weapon you are proficient with. You also

    may use the secondary end to attack.

    Staff Style Fighting

    [Multiclass Staff]Prerequisite: Wis 13 or Int 13

    Benefit: You gain a +3 proficiency bonus with the Quarterstaff and may use a Quarterstaff as though you have taken the

    feat Double Weapon Proficiency"

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    Staff Extension

    [Multiclass Staff]

    Prerequisite: Staff Style Fighting

    Benefit: You may use the staff as a reach weapon, but all reach

    attacks are made with a -1 penalty.

    Staff Dynamics[Multiclass Staff]

    Prerequisite: Staff Style Fighting

    Benefit: While you are wielding the staff in both hands, you gain

    a +5 feat bonus to Acrobatics and Athletics.

    Staff Expert

    [Multiclass Staff]

    Prerequisite: Staff Style Fighting

    Benefit: Once per round as a minor action, you may make a

    melee basic attack with the secondary end of your staff.

    Polearm Swing

    Prerequisite: Str 13 or Con 13

    Benefit: Any time you make a melee attack with a polearm, you

    may change the attacks range line from "Melee weapon" to

    "Close burst 1".

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