Post by Kain on Apr 21, 2009 10:10:04 GMT -5
These are pretty much the same as in John's game and its pretty standard rules we are used to, but here they are again just so they are posted.
Every campaign has to have a few, right? Here are mine:
1. Some books, such as PHB2, Complete Champion, and others, have alternate class features for base classes from other books.
For example, Complete Champion allows a paladin to trade his spellcasting ability for bonus feats at 4th, 8th, 11th, and 14th levels. All such alternate class features must be approved by me before you can take them. I'm not aware of all of them, and I want to be careful what I let into the game.
2. Any material from third-party sources, be it races, classes, spells, items, feats, or whatever, needs specific approval from me. This also goes for stuff posted on the WotC website or from books for a different campaign setting.
3. Characters who are dying (-1 to -9 hit points) can attempt to stabilize with a Fortitude save, DC 10 + 1 for every negative hit point (DC 11 at -1 hp up to DC 19 at -9 hp), instead of having a flat 10% chance to stabilize.
We've generally played this way in the past, I just wanted to remind you that this is not the official rule, but we will be using it anyway.
4. Spellcasters are assumed to have whatever spell components they need for their spells, with the following exceptions:
-components with a listed monetary value must be purchased as normal
-a material or divine focus, if listed, must be provided
-if a specific situation arises in-game where a character does not have access to their spell components, they will not be able to cast spells that require them.
5. The Opposed Tumble variant rule will be used. In other words, characters trained in the Tumble skill can, as an immediate non-action, make a Tumble check whenever an opponent tries to Tumble through an adjacent or occupied square to avoid an attack of opportunity. If the character succeeds, they may make an attack of opportunity as if the opponent had moved through the square normally. If the character is not trained in Tumble, the opponent’s Tumble check works as written.
6. Any glove or gauntlet that occupies just one hand, such as a gauntlet of rust or glove of storing, allows another single magical glove or gauntlet to be worn on the other hand as well.
7. Characters each get 4 free skill points that may be spent on any Craft, Knowledge, Perform, or Profession skill. These points are spent as if the skill was a class skill, but don't actually make the skill a class skill if it wasn't already.
Every campaign has to have a few, right? Here are mine:
1. Some books, such as PHB2, Complete Champion, and others, have alternate class features for base classes from other books.
For example, Complete Champion allows a paladin to trade his spellcasting ability for bonus feats at 4th, 8th, 11th, and 14th levels. All such alternate class features must be approved by me before you can take them. I'm not aware of all of them, and I want to be careful what I let into the game.
2. Any material from third-party sources, be it races, classes, spells, items, feats, or whatever, needs specific approval from me. This also goes for stuff posted on the WotC website or from books for a different campaign setting.
3. Characters who are dying (-1 to -9 hit points) can attempt to stabilize with a Fortitude save, DC 10 + 1 for every negative hit point (DC 11 at -1 hp up to DC 19 at -9 hp), instead of having a flat 10% chance to stabilize.
We've generally played this way in the past, I just wanted to remind you that this is not the official rule, but we will be using it anyway.
4. Spellcasters are assumed to have whatever spell components they need for their spells, with the following exceptions:
-components with a listed monetary value must be purchased as normal
-a material or divine focus, if listed, must be provided
-if a specific situation arises in-game where a character does not have access to their spell components, they will not be able to cast spells that require them.
5. The Opposed Tumble variant rule will be used. In other words, characters trained in the Tumble skill can, as an immediate non-action, make a Tumble check whenever an opponent tries to Tumble through an adjacent or occupied square to avoid an attack of opportunity. If the character succeeds, they may make an attack of opportunity as if the opponent had moved through the square normally. If the character is not trained in Tumble, the opponent’s Tumble check works as written.
6. Any glove or gauntlet that occupies just one hand, such as a gauntlet of rust or glove of storing, allows another single magical glove or gauntlet to be worn on the other hand as well.
7. Characters each get 4 free skill points that may be spent on any Craft, Knowledge, Perform, or Profession skill. These points are spent as if the skill was a class skill, but don't actually make the skill a class skill if it wasn't already.