Sunday, September 2, 2007

SCAP House Rules

The goal is to finish the adventure. As a DM I do not focus on how players will die but how the GROUP will finish the adventure together. But every DM has their little house rules or agendas that you should know about going into this.

  • The Adventure book cost $60 so already I have made a big investment going into this and we have not played a single session. I expect players to also make strong commitments to the campaign.

  • PCs can die (you are dead at -[Constitution Score] not at -10), and if they do players are allowed to create new PCs to replace their old ones (-1 level of experience). Players who drop out and later want their PC to return will start again at their earned level or with 1/2 the experience of the lowest active PC/Player. Whichever is higher.

  • Characters get max hit points for first level. On subsequent levels, the rolled portion of hit points have a minimum of 1/2 the die rolled.

    A roll of 1 on a d4 becomes a 2
    A roll of 1-2 on a d6 becomes a 3
    A roll of 1-3 on a d8 becomes a 4
    A roll of 1-4 on a d10 becomes a 5

  • Natural 20s always hit and do full damage. Natural 1 will always miss. No additional attack may be made the same round a natural 1 is rolled and on the fumble there will be a DC10 reflex check or PC drops their weapon.

  • Spellcraft and Bardic Knowledge checks can be used to identify magic items.

    Spellcraft DCs to identify magic items
    Scrolls DC 20 (+1/spell level)
    Potion DC 25 (+1/spell level)
    Minor Wondrous Items DC 25
    Arms, Armor and Wands DC 30
    Medium Wonderous Items DC30
    Rods DC 35Rings and Staffs DC 40
    Major Wondrous Items DC 40

    Examples of modifiers to Spellcraft checks for identifying magic:

    Casting Identify (without expensive component) gives a +10 bonus on one check

    Casting Analyze Dweomer (without expensive component) gives a +10 bonus on every check made for the duration of the spell.

    Characters with the relevant item creation feat a +1 bonus/class level on checks

    Bards can add their Bradic Knowledge score to their Spellcraft check

  • Town merchants, as a default, always buy items at 80% and sell things at 110% the DM guide price. Charisma modifiers raise or lower by this by 1% per modifier point. Other factors can change the cost/sale value of an item.

  • Any spell/feat/class/etc. from a WOC 3.5e publication can be used in the campaign.

  • The number one rule is to keep an open mind and speak up when you have a concern. We are all in this together.

Feel free to suggest additions to the list.

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