RolePlay onLine RPoL Logo

, welcome to Tales of Adventures

14:35, 10th May 2024 (GMT+0)

Home Brew rules.

Posted by Hand of FateFor group public
Hand of Fate
GM, 343 posts
Teller of Tales
Sat 17 Dec 2022
at 11:25
  • msg #1

Home-brewed House Rules

Please abide by these simple rules within the game. Posts which break these rules are subject to editing, deletion, or angry rants from the the GM. The Main Rule is bolded below, with clarifications and examples following:

• Keep up.
You must post 3-5 times every week. If you cannot, let the GM know in advance. Fourteen days without posting will get a Player booted from the game, so please let the community know if you will have an extended absence.

Be sure to read and pay attention to the DM's and other players' posts so your post reflects what's going on currently.

• Write well, write in a narrative style, and proofread.
The preferred method in this game is that each player writes in third person present-tense. I'm strict about the third person bit, if not the tense, so do not write as "I" or address information to "you" but instead describe from a third-person point of view wherein they are in the act of doing something, not having done something.

Proofread to make sure the worst mistakes are caught, that any color tags used in the post work properly, and so on. The GM will is not going to bust players for misspelling a few words. Be aware that the GM will edit posts to correct mistakes or correct game guideline mistakes. An edit from the GM is not a criticism in any way. The GM merely wants the storyline format to be consistent and readable.

• Be descriptive.
Don't try to cover all possible outcomes of a situation with vague generalities. That is, don't say, "He searches the door in the usual manner," or "She looks around and takes anything valuable she sees unless it looks dangerous."

*Important* Players must write in such a way as to convey their character's emotions, feelings, traits, temperaments, or descriptive actions in reaction to the current scene from the GM. You, as a player, are participating in the telling of a story. One-line sentences, or a post with only an OOC chat is not acceptable.

• Don't use formatting in place of clear writing.
Do not use color in place of quotation marks for speech -- use of color in addition is allowed, but proper punctuation is still required. Double quotes (" ") are for speech, and italics for thoughts, in broadest strokes. Please do not re-define these standard punctuation marks.

Italics are for thoughts, or internal dialogue and bold is for deliberate loud speech, and bold caps is for shouting only.

Repetitive, consistent failure to meet these requirements may result in the removal of a player from the game.

Posting Format

Use a color (except red or orange) for your character's speech, or don't use a color at all; your choice.  Out of character comments and dice rolls are written in orange color after a hard rule, <hr>.

An eExample post might be written as--

<serif>Judge faces the pale vampire and raises his whip. <blue>"Perish beast, this land is no place for you! <b>GET OUT!</b>"</blue> he shouts as he lunges at the undead. <hr><orange><small>
Today: Judge rolled 19 using 1d20+3.  Atk Vampire1.
Today: Judge rolled 4 using 1d3+2.  Damage.
OOC: This seems kinda familiar... Hits AC1 for 4 damage.</orange></serif></small>

--- yields ---

Judge faces the pale vampire and raises his whip. "Perish beast, this land is no place for you! GET OUT!" he shouts as he lunges at the undead.

Today: Judge Beltom rolled 19 using 1d20+3.  Atk Vampire1.
Today: Judge Beltom rolled 4 using 1d3+2.  Damage.
OOC: This seems kinda familiar... Hits AC1 for 4 damage.

This message was last edited by the GM at 16:00, Sat 12 Aug 2023.
Hand of Fate
GM, 344 posts
Teller of Tales
Sat 17 Dec 2022
at 11:29
  • msg #2

Home-brewed House Rules

INITIATIVE
In combat you will roll initiative -- a 1d10 -- to determine who does what when. The individual with the lower number goes first; if the die rolls are the same, actions are considered to take place simultaneously. In a fight time slows: Combat is played out in rounds, each of which is estimated to last about ten seconds.

DM POST

When I make my DM post, it ends the previous Round (usually with a summary of events) and begins the new Round. Because it's online and you don't see me rolling the dice it can be a little confusing, but after I make my post all characters may take their turns (unless I send you a Note stating otherwise).

POSTING ORDER
There is no set order in posting. You will have ample amount of time to post your intended actions for the round or turn of events. I may re-arrange things slightly when I write my DM Post and summarize the Round. This will take into account individual character speeds (where appropriate -- based on your character's Dexterity Bonus), and the actual flow of things int the storyline.

COMBAT ROUNDS
In one combat Round a character can:
• Move their Running Movement distance (if they are not in melee); or
• Move their Combat Movement distance and make a Melee attack (if they are not already in melee); or
• Move their Combat Movement rate and make a Ranged attack (if they are not in melee); or
• Move their Combat Movement rate and Cast a spell (if they are not in melee); or
• Make a Fighting Withdrawal and a melee attack (if already in melee); or
• Retreat (if already in melee); or
• Perform some other action (such as drink a potion, read a scroll, etc.)

** NOTE: Any movement before action is a loss of initiative, unless the other side moves as well.
This message was last edited by the GM at 16:44, Tue 09 May 2023.
Hand of Fate
GM, 346 posts
Teller of Tales
Sat 17 Dec 2022
at 11:59
  • msg #4

Home-brewed House Rules

SPELL ENERGY (MANA) AND ITS RECOVERY

A spell is a formula for collecting and using magical energies (mana or spell points). A caster controls these energies with a memorized set of words, hand motions and/or use of spell components. Each spell has its own special set of words, gestures and/or components as described in their respective descriptions. A PC caster can be a magic user, cleric, or elf.

This game utilizes the spell lists from the AD&D 2nd ed. rules, modified as necessary by the DM.  Second, I think it will be more fair and make game play a little better for play-by-web gaming if we use the following allowances in lieu of spell memorization.

Casters can take the time to recover their well of spell energy or mana. It takes 1 turn per spell point to recover mana. At any time after a spell is cast, spell energy can be recovered by spending the allotted time in prayer or study.  Regaining mana this way, instead of a full night's rest comes only with a successful CON check with +1 to the roll, cumulative, in relation to the number of times attempted before a full night's rest. Failure means the caster is too tired and weary to recover until a full night's rest is obtained.

 For example; Belkar, a 3rd level cleric can cast 3 spells. Two first level and one second level (for a total of 4 spell points). There is a confrontation and he needs to recover all his spell energy. It will take him forty minutes total to recover all the spell points he has used. After resting forty minutes in uninterrupted prayer he rolls a d20+1 and it is below his CON score. He recovers his spell points. If at any time, he is interrupted (e.g. random encounters) then he must start the prayers again. Some time later, he wants to recover his mana again. The adjustment to the die roll goes up every time he tries regaining mana.  A failed roll means the character is too tired and spent from mana burn to recover until eight hours continuous, uninterrupted rest is attained. 


Spell Energy

Clerics
A cleric is bestowed mana through prayer.  In recompense for the cleric's devout worship and keeping faith in their tenet, a Deity will gift a cleric with a source of a spell, such as a spell scroll, scroll of spells, or some other religious source found through adventuring or as defined by the GM. A cleric may cast any spell that has been learned if they have the spell power to do so.

Mages
A magic user gains mana through the study of their grimoire's magical script.  In this game, mages do not memorize a set of spells in the day. They can cast any spell learned as long as they have the spell energy it takes to accomplish the task.

For Both
Time required to study or pray is dependent upon the number of spell points you have. Ten minutes per spell point or eight hours, whichever comes first.

* Mana Burn *
There is an inherent risk for a spellcaster casting the same spell repetitively within the same encounter. Each additional instance beyond the number spells allowed for that level requires a roll against the spellcaster's INT or WIS with a cumulative +1 penalty to the d20 roll. If failed, the spell caster suffers a massive mana burn, a release of double the spell's mana cost at once. The resulting effects of the spell is determined by the GM (as wild magic). The spellcaster then must have eight hours uninterrupted rest before casting that spell again.
This message was last edited by the GM at 01:13, Fri 22 Sept 2023.
Hand of Fate
GM, 350 posts
Teller of Tales
Sat 17 Dec 2022
at 12:11
  • msg #8

Home-brewed House Rules

COMBAT PARRYING

The assumption is that characters in combat are constantly exposing themselves to some risk; trying to get a clear view of a target or looking for the opening to make an attack. There are times, however, when this is not the case. Sometimes, the only thing a character wants to do is avoid being hit.

In order to make himself harder to hit, a character can parry--forfeit all actions for the round--he can't attack, move beyond 5 foot, or cast spells. This frees the character to concentrate solely on defense. At this point, all characters gain an AC bonus equal to half their level rounding down. A 7th-level wizard would have a +3 bonus to his AC (lowering his AC by 3). The minimum is a bonus of 2.

Note that the benefit is not a perfect all-around defense, and it's not effective against rear or missile attacks. It applies only to those characters attacking the defender with frontal melee or frontal thrown weapon attacks. This optional defense has no effect against magical attacks, so it wouldn't do anything to protect a character from the force of a lightning bolt or fireball, for example.

For those of you familiar with the fighter combat option maneuvers in OD&D, this rule replaces that rule.
This message was last edited by the GM at 18:38, Sat 08 Apr 2023.
Dungeon Master
GM, 351 posts
Teller of Tales
Sat 17 Dec 2022
at 12:12
  • msg #9

Home-brewed House Rules

COMBAT MOVEMENT

MOVEMENT
All classes, except the dwarf and halfling, have a movement rate of 120(40). Dwarves have a 90(30) rate, and halfling have a 60(20) movement rate. The first number is normal movement rate and the second number is the combat or encounter rate.

Meleed opponents (those with enemies within 5' of them) may only move defensively. A character who wants to use Defensive Movement must say which type of Defensive Movement they are using. Defensive Movement is the only movement permitted for a character within five feet of an enemy. There are two types of Defensive Movement:

A Fighting Withdrawal may be used in combat if the defender wishes to back up slowly. Movement backwards is limited to ½ the normal movement rate per round (or less). There must be enough room to back up. In crowded situations, characters or monsters behind a creature attempting to use a fighting withdrawal will prevent this form of defensive movement.

A Retreat is any movement backwards at more than ½ the normal movement rate. If a creature tries to retreat, the opponent may add +2 to all "to hit" rolls, and the defender is not allowed to make a return attack. In addition to the bonus on "to hit" rolls, the attacks are further adjusted by using the defender's Armor Class without a shield. (Any attacks from behind are adjusted in the same manner.)
Hand of Fate
GM, 352 posts
Teller of Tales
Sat 17 Dec 2022
at 12:22
  • msg #10

Home-brewed House Rules

COMBAT MISSILE FIRE

MISSILE FIRE
Your character sheet will list a base THAC0 (to hit AC 0) value. Roll a d20 and apply any modifiers. Some modifiers include range: short range is +1 "to hit", and long range is -1 "to hit", or your Dexterity score may have a modifier. Subtract your modified roll from your listed BASE THAC0 value to determine the armor class you hit. Include this as a private message to GM in your post.

BOWS AND RATE OF FIRE (ROF)

In this game, a character may make two shots with a bow as long as they are not moving in the same round. In other words, shooting "flat-footed". At any other time, they may only shoot one arrow per round. Also, the rule about bows always going last in the round because it is a two handed weapon is out.

Everyone rolls initiatives (unless held), even those using two handed weapons because circumstance may dictate a use for the initiative roll for some reason. Normally, a user of a two handed weapon goes last in the round (unless hasted, and then they go on their initiative rolled).

With bows, the first arrow will be shot on the initiative roll, but the second arrow will always go last in the round unless otherwise magically enhanced (haste).

This system works best for me, since I do not use the D&D Combat Sequence Checklist. I use initiatives.

NOCKED ARROWS
A PC may nock an arrow, meaning put arrow to string in readiness to shoot. This will gain a PC a modifier of -1 to their next initiative roll after stating their intention to do so.

PULLED ARROW
No assumptions are made by the DM regarding arrows and their draw. The only time a PC with a nocked arrow gains automatic initiative is with a nocked AND pulled arrow at the readiness. Keeping a pull on a bow is not an easy thing to do and requires a strength check at the time of stating the intention to pull an arrow. A pulled arrow WILL be fired in the next round as described by the DM.

PRECISE AIM
A character may opt to only shoot ONE CAREFULLY AIMED arrow while standing "flat-footed". This will give the character a +1 bonus to hit with the arrow at the expense of his second shot and initiative. The shot will go last in the round.
This message was last edited by the GM at 22:20, Sun 09 July 2023.
Dungeon Master
GM, 353 posts
Teller of Tales
Sat 17 Dec 2022
at 12:24
  • msg #11

Home-brewed House Rules

COMBAT MORALE

Player Characters never need to check morale. Monsters and NPC's though, will have Morale checks occasionally to see if they wish to continue fighting, barring any special circumstances, such as Charm spells.
Dungeon Master
GM, 354 posts
Teller of Tales
Sat 17 Dec 2022
at 12:25
  • msg #12

Home-brewed House Rules

STUNNED CHARACTERS

Certain types of spells, attacks, or magical effects can stun a character. The duration of the stun is determined by the type of attack; the description of each type of attack that can stun will describe its duration. A stunned character suffers the following penalties:
• The stunned character cannot attack anyone for the first turn he is stunned (or until the stun wears off, if that is faster); after the first turn, he is at a -4 to hit until the stun wears off.
• He moves at one-third movement.
• He suffers a -4 penalty to all saving throws and a +4 penalty to AC.
• He cannot concentrate, cast spells, or use magical items.
• He cannot use general skills or proficiencies.
• Any weapon mastery the character possesses above Basic level is reduced to Basic level.

The clerical spell cure light wounds can be used to remove the stun effect, but will not cure any damage when used for this purpose.
Hand of Fate
GM, 356 posts
Teller of Tales
Sat 17 Dec 2022
at 12:37
  • msg #14

Home-brewed House Rules

PRONE CHARACTERS

A character who has fallen (e.g. been knocked over in combat) is easier to hit; Attackers receive a +4 bonus to their attack rolls when attacking a fallen foe.

A fallen foe also has a -4 penalty to all saving throws and a -2 penalty to attack rolls while on the ground.

A character on the ground loses initiative in the round to stand up.
This message was last edited by the GM at 19:09, Wed 15 Mar 2023.
Dungeon Master
GM, 357 posts
Teller of Tales
Sat 17 Dec 2022
at 12:46
  • msg #15

Home-brewed House Rules

SLEEP AND UNCONSCIOUSNESS

A sleeping character is helpless. If an attacker can come up to a sleeping character without waking that character, he can reduce the sleeper's hit point total to 0 minus the weapons max base damage with a single blow of any edged weapon, regardless of the victim's hit points or the attacker's level of skill with weapon. The process of dying begins at that point.

For example: If a thief attacks a sleeping character (6 hit points) with a dagger (4 points max damage) the sleeping character is reduced to 0 hit points (automatic hit) minus the weapons base damage (1d4) for a total of -4 hit points beginning next round.

Attacks on a sleeping character made with other (i.e. blunt) hand to hand weapons automatically hit; ranged attacks are made against the victim as if he were AC9.

Any sleeping creature, including one hit by a sleep spell, can be awakened by force, such as a shake, slap, or kick.

Some types of sleep are so heavy that the character will not awaken when disturbed; they are defined with individual spell or combat-result descriptions, and are normally referred to as unconscious.
Dungeon Master
GM, 358 posts
Teller of Tales
Sat 17 Dec 2022
at 12:48
  • msg #16

Home-brewed House Rules

DEAFNESS

A character made deaf by magic (a curse or horn of blasting, for example) is certainly inconvenienced. Since he cannot hear, he will miss many warnings shouted at him by his allies (the deaf character should make a save vs. death ray; if he fails, he is facing the wrong way when the warning is called). A curse of deafness would be cured by a remove curse spell, while deafness caused by a horn of blasting could be cured by a cure-all or heal spell.

Furthermore, spells requiring a verbal component will require a save vs death ray for completion.
Sign In