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House Rules

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PURPOSE OF DOCUMENT

This document is designed to serve the local face-to-face game and the online game, being a bridge between the two.

OFFICIAL BOOKS

The Wold uses the Pathfinder Core Rulebook and all of the Beastiaries. The online SRD at http://www.d20pfsrd.com is used for reference and eratta of changes to the Core Rulebook. In cases where rules or mechanics differ, the SRD trumps. You may not use the Classes, Feats, Spells, etc in the SRD that are not also found in the Core Rulebook.

ABILITY SCORES

New characters are created using 30 point Point Buy. Existing 3.5 characters have the option of having their stats grandfathered in.

XP, Starting level and Wealth

We will use the medium XP track.

All new PCs begin with the same number of experience points as the lowest character in the party, and gain starting wealth appropriate for their level to spend on equipment.

Starting money for characters above 1st level is found here: http://www.d20pfsrd.com/gamemastering

RACES, CLASSES, AND PRESTIGE CLASSES

Woldian games uses most of the core races, classes and prestige classes, as well as several additional Woldian unique options.

Please see Races and Classes

HIT POINTS

All classes get maximum hit points at 1st level. At levels above the 1st, all ones are re-rolled. Online, all hit point rolls must be rolled in the Loot and Booty. A hero point can be used to re-roll the score. In this case, the best of the rolls will be used. Keep records of how many hps are rolled at each level noting any Con Adjustments.

FOLLOWERS, ANIMAL COMPANIONS, FAMILIARS, ETC.

This is an official ruling, and is considered effective immediately. Both of these rulings are in effect until the Pathfinder Conversion.

Leadership:

Cohorts, followers, and henchmen never travel with you. There are no exceptions.

Followers can be used to for aid another, up to a maximum +10 bonus to the check. Followers can provide limited income, up to your leadership score * 10 in gold, per month after all business expenses

You may swap the leadership feat to another if you wish, in light of this ruling.

Companions:

Companions are defined as creatures associated with your PC as a result of a class feature. They include familiars, druidic animal companions, and the paladin's warhorse, or any creatures you can purchase in the Players Handbook (such as mounts). Companions may not be gained through the Leadership feat. Summoned/enspelled creatures, creature-like magic items, and NPCs controlled by the DM are not companions and do not fall under these house rules.

All companions that travel with you must be registered with the Campaign DM (Jerry), unless they are companions purchased through the PHB.

You must declare companions as either active, or roleplaying:

Roleplaying companions are companions that provide no mechanical advantages. They may not attack, increase your combat speed, make skill checks, or otherwise assist your character. They may include pets or other strange creatures. They may be pack animals, or mounts, provided you do not use them when combat rounds start. They are purely for roleplaying purposes, Roleplaying companions do not take damage, are not targeted by enemies, and are universally ignored in combat.

Active companions are companions that provide some mechanical advantage during combat rounds. The only companion's allowed other than ones granted by class levels are non exotic mounts (Horses, Warhorses, Pony's, etc). Combat companions may attack, use skills, be ridden, carry items for you, be equipped, scout use abilities and otherwise provide mechanical advantage. They may in turn be attacked.


Also note that animals companions in the Wold are animals, not magical beasts.

ALIGNMENT

There is no official listing of alignments in the Wold. All characters, however, must be good. This includes Druids since Woldian Druids are not neutral; druids in the Wold may be Lawful Good, Neutral Good or Chaotic Good. Permission must be granted for any non-good alignment situations and logged in the DM's log as an official decision.

If at any time a PC becomes non-good without permission, that PC immediately is taken over by the DM and is played by the DM until the alignment reverts to normal (if that occurs). If three evil acts are committed during the same adventure, alignment change may occur. Players will be informed quickly of any evil actions being counted against a character. Online this will occur via email. Locally, the player will be drawn aside and informed as soon as is practical.


SPELLS AND MAGIC ITEMS

Only spells that are listed in the PHB3.5 and on the website, as Original Woldian Spells are available for use in Woldian games. If the spells granted to a wizard are not sufficient, the character may buy more in the Catacombs.

Any ones rolled during any type of healing are re-rolled until something other than a one is obtained.

In general, any item that may be created using the DMG3.5 rules is available for purchase or creation on the Catacombs Board.


FATE ITEMS

Sometimes a magic item is unique but does not rise to artifact level. These items are Fate Items. They may not be bought or sold in the Catacombs (but the Catacombs Staff can tell you if you have one). PCs cannot make them. Within the owning PC's game, it may be possible to share, sell, buy, steal, lose, or give away a Fate Item -- or might not be! A Fate Item may "stick" with an owner. Trying to get rid of a Fate Item that does not want to go may be "Tempting Fate." Sometimes a Fate Item goes missing for no obvious reason. Sometimes Fate Items have drawbacks. Sometimes their powers can be shared. Within your game, bards, diviners, seers, or sages may be able to tell you more about a Fate Item.

MAGIC ITEM CREATION POLICY

All core PHB item creation feats are combined into one magic Item Creation feat except Scribe Scroll (because wizards get it for free) and Brew Potion (because witches get it for free). (This compensates for the presence of the Catacombs magic shop, which devalues item creation feats because it is so easy to buy items, rather than make them.)

All xp costs are waived when making a Wold-unique item found in the Oshirr House (both when making your own item or making another's), but not when making an item from the core rules. (This rewards people for making their own items and encourages people to use more Wold-unique items.)

Anyone who successfully researches an item in the BGC is allowed to place their name on the item and receives the full 10% commission on future sales, even if they do not have any item creation feats.

COMBAT AND DEATH

Death occurs at -10 hps. If a PC is down and losing a point a round, he dies during the round he hits -10. A PC will survive an extra round for each hero point that he has unspent.

ROLEPLAYING

Role-playing will be awarded with experience during both play and when the story bonus experience is awarded.


HERO POINTS ETC

When a PC performs an action that is heroic according to his class etc. during a session, the DM will award a hero point when experience is given out. The number of hero points a PC has cannot exceed his current level plus one (per Jerry, "This is because you automatically get a hero point at 1st level and thus can still earn one before spending one."). These may be spent to re-roll any roll once, or combined to add 10% per hero point to percentile rolls and +2 to d20 rolls. Once used, they are gone until more are earned. Other role-playing points of various types may be given which aid in role-playing only. Each Hero Point also comes with an automatic (30xp X character level) experience point bonus.

SURGERY CLAUSE

Characters may be modified by the player via character surgery with the approval of the players DM and the Campaign DM.

In addition, if the Campaign DM determines at any time that any PC has become too powerful in any way, he reserves the right to strip a PC of anything he feels is needed. If he decided to do this, the player may always choose to retire the character rather than undergo surgery. Retired characters may return with permission, subject again to possible surgery. Remember, D&D is a game. It is not as fun for your friends or the DM to play, if a PC is too dominant, overbearing or is exhibiting behaviors that the Campaign DM believes is contrary to the precepts with which he runs the game.

The Campaign DM retains the right to inform any player that they should find somewhere else to play. This Surgery Clause may be used if the actions of any player are preventing other players from enjoying the game and having fun. The Campaign DM also retains the right to change any House Rules without vote to preserve game balance and continuance.

SPORTSMANSHIP AND ETIQUETTE

All players and the DM are expected to control their tempers and language at all times. If you cannot do this, please remove yourself from the game until you remember that we do really "like" you and it is just a game. Honesty is expected from everyone at all times. Failure to control yourself is reason for player discipline.


THE CONSEQUENCES OF THE RETURN OF THE FEY KING

-- Ebryon, king of the fey, slept for many ages of the Wold. But he was awakened, defeated, and pardoned for his crimes -- on the condition of REFORM and ATONEMENT. The following house rules reflect his influence on the Wold.

A) CHARACTERS

(1) Druids and rangers gain Lesser Planar Ally as a 4th level spell. Druids and rangers can only use the spell to call a fey from the Fae Realm. Druids gain Planar Ally as a 6th level spell and Greater Planar Ally as an 8th level spell. Druids can cast these Planar Ally spells spontaneously, just as they can cast Summon Nature's Ally.

(2) The Cradled Emissary, Lost Child, and Defender of the Awakened prestige classes are now available in the Wold. The Cradled Emissary takes the place of the Thaumaturgist prestige class in the DMG.

(3) Certain Fey-oriented spells and magic items are now available in the Wold, such as Ebryon's Tears.

(4) Witches, druids and clerics may honor Immortal Powers. Some Powers are nature or fey related, including the Fae King Ebryon, and his Queen Maab. Some natural regions are Powers, such as the Culverwood. There are special rules for clerics who honor an Immortal Power.

B) CREATURES

Animals, plants, and other natural creatures are thriving in the Wold. Fey creatures are more common. There are rumors about talking animals.

C) GEOGRAPHIC AREAS

(1) Many geographic areas have alignments. All creatures in the area who share the area's alignment gain a bonus on all d20 checks.

(2) Nature is not neutral in the Wold; the Fae King's influence makes places more aligned, and even self-aware. Aligned places have ways of influencing the creatures within their domains. The more strongly a place is aligned, the greater its self-awareness, the more complex its personality. Some self-aware places have become Immortal Powers, and clerics, druids, and witches honor them.

DRAGONS ARE SPECIAL

Dragons were created by Gargul (chromatic dragons) and Alemi (metallic ones) in the first age of the Wold. There may be consquences for assuming the form of a Dragon. Form of the Dragon Spells, Draconic Bloodline for Sorcerors, or Dragon Disciple prestige class have special limitations. Dragonhide Armor has special limitations.