House Rules

Here’s a list of rules alterations and additions we’ll be using. If one (or more, or all) of them fail to make the game more kickass, we’ll revert to regular rules. Most all of them either are more fun, more interesting, make more sense or let me throw you into harder situations. We’ll see what sticks.

  • Spellcasters may cast prepared lvl 1 & 2 basic healing/damage spells as a swift action at half strength (roll/2, round down).
  • Weapon Finesse Feat now applies to any light weapon. This Feat now adds +DexMod to damage instead of +StrMod.
  • When rolling for Hit Points, you reroll odd numbers.
  • Encumbrance – yeah, we’re using encumbrance. No, it’s not as horrible as you think. Go check out the page.
  • There’s also some fun rules for Travel. Check those out too.
  • Confirmation for crits happen in hit range, or within threat range, whichever’s less.
    eg You roll a nat 20 while wielding a longsword with x19-20 crit range. If you’re attacking a creature where you must roll 20 to hit, crit would confirm on both 19 and 20.
  • Nat 1 is always a miss/failure, regardless of modifiers, ‘confirm’ another nat 1 for a fumble/error.
  • Tripping is an opposed roll in which each participant rolls d20 adding Str (or Dex) and Base Attack Bonus. The +4 from Improved Trip still applies.
  • Skills are rolled with 2d10 instead of 1d20.

Identifying magic and magic items works a bit differently. Click and check it out.

Skills, Money and You
Not a house rule per se, but more of a consequence of things like Encumbrance, is that money don’t grow on trees. You can expect to amass some wealth, but probably not in sacks of gold buried in the back yard.

First off, money is made. Someone, be it a kingdom, a trader or a lone blacksmith sat down and either smelted or hammered out coins from ore. The result is there’s not that much of it. Liquidity is a modern invention. Historically, people kept their money in assets, which they could then barter with. There probably isn’t 100,000 gold in the game world. Expect to find things that are valuable, but don’t expect massive hordes of gold laying around. Stuff like art, furniture, books, dinnerware and even chunks of rare ore all have value, just not liquid value.

This means skills like Appraise are useful again. It can possibly tell you if that gilded throne is worth trying to haul out of the ruins or not. It can tell you when it’s worth dropping that two-handed sword you’ve been hauling around in lieu of the shiny mace at the bottom of the cave.

Traders aren’t stupid. They buy low and sell high. Don’t expect to get face value unless someone owes you a favor. While I don’t want to turn things into a game of arbitrage, you can expect to get less for the crap you sell than what you might think it’s worth. Diplomacy and Bluff could get you 5-15% more if you work someone over a bit, though they probably have a threshold for how much shit they’ll take from you at a given time. Pick your battles. Developing a working relationship with someone is another good way to get the price up.

House Rules

The Evil That Men Do synk2