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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
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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