House Rules

<u>House Rules</u>
 
Back to Basics.
We are going to use the core Paizo Rule Set in its most vanilla form. Prestige classes, feats, etc. that are not found in the core rule books will be judged on a per-instance basis.
 
Clerical Spells.
As per core rule set rules.
 
Arcane Spells.
As per core rule set rules.
 
Stats.
Character Generation will be the following:
  • 4d6, drop the lowest
  • Roll six times
  • Assign stats based on expected character class
EX: If you want to make a fighter, you roll 15, 16, 10, 12, 9, 11. You can assign those stats in
any order to suit your build.
 
Any roll is “take it or leave it” – if you don’t like a roll (such as the 9 above), you can roll 4d6 and drop the lowest again, but you MUST take the roll, whether or not it is higher or lower. So, if you get a 9, roll it again and get a 7, 7 is your stat. If you get a 9 on the initial roll, roll again, and get a 12, 12 is the new value.
 
Classes.
We have enough to have a balanced party. The adventure series was designed with a standard 4-player party in mind (Fighter, Cleric, Rogue, Wizard), I highly recommend there be at least 1 of the 4 core classes in the party. More fighters, either with Rangers, Barbarians, Paladins or variant Fighters, would not be unappreciated. We're going to have 6 at the table, and knowing this series, a Ranger or Druid would be of use.
 
Heroic Hit Point System.
No fancy or unique damage systems. Just pure hit points.
 
The World. 
See the wiki
 
Deities.  
As per the core rulebook.
 
High Magic Universe.
Magic items and weapons are not going to be uncommon.
 
Hooks.
If I give the party an explicit adventure hook, please take it. We’re here to play a game, and while it might be fun to tweak the DM, not taking the hook means not going on the adventure, which means sitting around and staring at each other.
 
Getting the Party Together.
In order to generate hooks, I’m going to assume one relatively significant thing: that your characters have all known each other for some time. To make it really easy, everyone can be from the town where the adventure takes place: Sandpoint.
 
I’m not a big fan of outright hostility between characters – too often, the line between character and player gets blurred, leading to hard feelings at the table – so everyone should know each other well, if not outright friends.
 
Alignments.
You’re heroes! Act like it! No evil alignments to start with.
 
Encumbrance.
These rules will be rigorously followed; you can only carry so much.
 
Leveling and Experience.
Accrues on a per encounter basis. Characters level once they hit the appropriate XP limit.
 
Bonus XP.
I am a big proponent of awarding bonus XP for clever play, teamwork, and the like. If you manage to kill a deadly threat easily because of great teamwork, I may throw in bonus XP to ensure clever play. If you come up with some awesome spectacle to use a kobold guard as a springboard to launch yourself at an Orc Chieftain, bravo! I’ll suggest some skill checks to try and let fly, which leads me to…
 
No Rules Lawyers.
I’m a fairly laid back DM, and I tend to make situational calls if I disagree with a rule in relation to the current goings on in the game – I don’t want to punish you and ruin a good time if the designer of the module didn’t really think out his design all that well, and I don’t want to hear “well, that’s not what the rule book says”. I want to have fun, you want to have fun, so lets not get bogged down in the minutia. That said, I tend to reward unique ideas for dealing with an encounter.
 
Character Death.
Per the normal rules and must be raised from the dead (if they can be, that is). New characters, due to death or new players, start 1 level behind the average level of existing characters, rounded down. So, if the average party level is 12.5, then any new characters will be level 11.
 
Paladin Alignments.
Per the normal rules.
 
Table Talk.  
Everyone needs to be able to talk to each other without feeling like suggestions are “attempts to drive other players characters”, and reactions need to be fair and even handed. We all need to agree and understand that everyone is there to have a good time, and if you feel like you’re being railroaded, say so. No one is going to go off half-cocked if questions are asked.

House Rules

ATEC Rise of the Runelords x3dfxWolfeman