House Rules

General Rules:

  • HP per level: when rolling hp upon gaining a new level, reroll the hit die as follows: d6 on a 1; d8 on a 1-2; d10 on a 1-3; d12 on a 1-4.
  • Starting HP: The first 3 character hit dice (whether from racial HD or character levels) are maximized; use the maximum value as if rolled. The first hit die from any newly acquired class (e.g. multi-class, prestige class, etc.) also gets maximized.
  • Monologues: For villains (primary, plot-driving, evil characters), monologuing is a free action. However, the villain must declare a monologue (Monologue:), and it must be an actual monologue (gloating, condescension of victims, berating minions, spilling The Evil Plan, etc.) Monologing may also be worth bonus XP. Please don’t abuse even if you’re a fast talker.

the following rules are presented for player consideration (see the discussion):

  • Modified Critical Rules (scrapped until further notice.)
  • Instant Kills
  • Clobbered
  • Massive damage: any creature that takes more than half their hp in damage (minimum 50) from any single source or attack must make a Fort Save (DC 20) or die.


Dreamscape Rules:

The first dreamscape had the following:

  • Characters invite one new sleeping chracter into Dreamscape. This goes for new arrivals as well.
  • Physics rules change every time the Dungeon Master posts in the thread. Editing posts does not count as posting to the thread. Physics rules will be described in character and have to be felt out, unless you have run into them before.
  • XP may translate to the real world. Non-survivors gain no XP. Survivors gain full encounter XP on a successful Wisdom check against the Dreamscape when they awake. Failure grants only half XP. Dreamscape DC = 10 + CR + # of prior Dreamscapes – ECL.

The second dreamscape had the following:

  • XP may translate to the real world. Non-survivors gain no XP. Survivors gain full encounter XP on a successful Wisdom check against the Dreamscape when they awake. Failure grants only half XP. Dreamscape DC = 10 + CR + # of prior Dreamscapes – ECL.
  • Characters make 4 checks on exiting the Dreamscape, all set to the Dreamscape’s DC. They make a Wisdom Check to gain XP and other intangibles; a Constitution check to avoid losing hp, ability score points, and fatigue; a Charisma check to avoid losing any spells or the like; and an Intelligence check to remember the dream.
  • Characters entrance didn’t seem to be by fellow PC invitation.
  • The physics and terrain were consistent and persistent (i.e. not changing with space or time) within defined regions.
  • The outer terrain appeared to be highly morphic and/or flexible; appearing both solid/rigid and extra malleable simultaneously; it appeared to respond to character movement.
  • The outer terrain felt as though it rose when you walk towards the horizons, like you’re walking up hill, even though the grade appears to be negligible.
  • The tunnel terrain appeared rigid, and gravity shifted towards the end of the tunnel as one moved further in.
  • The dreamscape exhibited properties suspiciously suggestive of a closed-loop system, but it wasn’t tested as well as it might have been.


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Its Good to be Evil! Beaumains