Wednesday, June 15, 2022

Virtuous House Rules for Gaming Fools

 


1.     Every player receives the trait Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.  

Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. Three is the maximum number of potions that can be consumed in a round regardless of shenanigans, mythic or otherwise.

2.    Athletics (Strength or Dex players choice): Replaces Swim/Climb

3.     Max Hit Points your 1st three levels and every level that you gain a character point (4th, 8th, 12th, 16th, and 20th).

4.     Select Feats can be trained (DM’s Discretion).  Training a feat follows the same rules as retraining a feat: https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining/ No player may have more than four trained feats, and no player can train a third feat until eleventh level.  Campaign, trained, and storyline feats may not be retrained away. Only feats from your normal progression can be retrained.

5.     Meta Magic Components (Unearthed Arcana 3.5 Pg 141 to 149) :  A number of items can be utilized and converted into meta magic components that are consumed in the casting of a spell applying a meta magic feat to the spell that was cast. Players with the Craft Wondrous Items Feat can create meta magic components.  It is rumored that some great casters can create these components on the fly utilizing minor magic items that are likewise consumed in casting.  Note these rules are used as guidelines; Meta Magic is a creative playground for the GM.

6.     Short Rest  (Source: D&D 5e) A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

7.     Long Rest (Source: D&D 5e)  A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent short rest Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits

8.     Five Foot Step is changed to your Natural Step.  Your Natural Step is equal to your normal reach without any magical enhancement. This change is primarily for the benefit of larger creatures who have a natural reach of 10 feet or greater, this allows them to take a “step” equal to their size.  Magical changes in size do NOT affect your five-foot step.  In hopes of removing all doubt, if the creature or player doesn’t live their regular lives at a larger size it isn’t considered their “natural size” and they cannot take advantage of the greater step.

9.     When a perception roll is called for it will be a level check or another skill they are using.  Players will have to be much more active in stating what they are paying attention to or looking for.  As an example, if searching a library for arcane related tomes, one could ask to use their Knowledge Arcana skill as their perception check.  It would narrow that characters focus giving them an advantage in their search of the library. The DC’s to perceive other things, such as noises, people, and mood would be increased.  In the example just given, the GM decides the dc for the quick search of books in the library is an 18.  The DC for the secret door is 20 for the rest of the party, but a 22 for the character who used knowledge aracana, since his focus was on the books. Note I am removing the ability bonus for a generic perception check to encourage the use of skills in place of it. Generic perception will just be a level check.  This will also give different characters the ability to succeed at perception. Your passive perception that i use as DM will usually be the generic level check unless I think another skill specifically applies. 

10   Body Slots not only limit the number of magic items that you can have but also the number of spells that can be on an individual.  Any spell of duration greater than instantaneous takes up an empty body slot on the person it is cast upon.  Detrimental spells like curse or a prayer that works against you also take up body slots.  If body slots are full the detrimental effect takes over the lowest level spell filling a body slot.  If all body slots are full from magic items, the magic item effect is suppressed for the duration of the detrimental spell.  The affected player chooses which magic item is suppressed.  This rule has very little impact at low levels.

11 Leadership: If anyone takes Leadership, I’ll explain in further detail but I run it differently, essentially using the chart to give a total number of HD of followers rather than a bunch of 1st and 2nd level NPCs. 

12. Down Time and Mythic

If utilizing down time a mythic character may utilize their pool of mythic points to reduce the number of days required to complete your downtime activity.  A mythic character may spend four mythic points to reduce the downtime cost by one day.  At the third mythic tier a character can spend eight mythic points to reduce the downtime by two days. No single downtime activity can be reduced mythically more than once and no reduction can completely obliterate all time required to complete, DM’s discretion.  While the time component can be reduced, it does not change cost calculations or expenditures.  You are simply “hasting” the procedures. 

4 Mythic Power Points per Day reduced.  Can’t spend more than 4 till 3rd Tier. 

Note:  I haven’t found any mythic downtime related notes or powers, should I find a mythic power or ability that this house rule weakens or makes obsolete, we’ll get rid of the house rule. I expect things to come up regarding this and as they do we’ll add notes to the rule

13.  Era’s of Time in the Campaign not only reflect storyline differences but often different rules sets of the game.   Current scholars identify the ages as:

·         Antiquity (AD&D) Pre earth, pocket demi planes. The City

·         Creation (3.0, some 3.5) The birth of earth, expansion, The Evening Isles

·         Draconic (3.5, Pathfinder) The Current Era

 



2 comments:

Gordzilla said...

Updated, new # 12

James said...

I think you nailed it. Thanks for considering my suggestion.