House Rules

Distances

1 Square = 1 Meter (generally)

Other measurements will still be given in either conceptually appropriate measurements (the 20cm long wand, the sword blade was long as his arm) or setting appropriate (5 pounds of rice, 312 miles to Mortarion).

Simplified Experience System

System of experience point gain and level up will be the simplified version mentioned in the Dungeon Masters Guide. With this system for each level you need to gain 10 experience points. Therefore, it works with the standard formula for leveling up as suggested in the DMG, that every 10 leveled encounters, the characters should level up. So a perfectly leveled encounter is worth 1 point, a harder one 2 points and a much easier encounter is worth half a point, or perhaps no experience. Experience is therefore only granted in encounters where there is a reasonable risk for characters. The GM will also award up to 1 extra point per session, per player, for good roleplay and/or advancing their characters storyline or characterisation.

Bonus Points

Bonus points are awarded as GM's bonus for pithy one-liners and pulling off awesome shit that is not necessarily worthy of an extra experience point (like surviving blowing up a house with alcohol, or a fireball spell, or instant killing 10+ minions with one attack etc).

Each player starts each session with 1.
A Bonus point may be used by a player to modify the natural dice score of any dice roll concerning that player's character, up or down by one point. This means rolls the player makes, enemy rolls against the PC and any allies rolls that effect the PC.
A Player may also use a Bonus point to stunt a skill or power so it can be used slightly outside its normal context.

Skills

When a player has a skill Trained they gain ephemeral GMs bonus to that skill. Therefore a character with Trained Arcana will not need to roll for everything to do with Arcana, they are assumed to know all the common knowledge associated with it and for their particular class, they can then roll for anything tricky. Similarly a character with Trained Streetwise is assumed by the GM to be able to recognise all common signs for drug dens, brothels and illegal activity, and in most circumstances be able to navigate a city by just "taking 10". Similarly a character with Trained Perception will automatically notice the lack of birds in the trees indicating something horrible is about to happen, or the discarded coinpurse in the gutter, or the halfling thief slipping away from cutting a nobles purse. Players roll for their skills when either an opposed check is required, or for anything which the GM feels would not be covered by their training in the skill, or if they don't have it trained.

In group situations the two highest characters will generally only be able to check, or the two lowest depending on whether it is a proactive or reactive check (two lowest for a group stealth check, two highest for group perception).

Modifiers to rolls will be awarded for moderate to good (and appropriate) description, planning or NPC interaction involved in the skill check, generally awarding a +5 circumstance bonus. Sufficiently nuanced description or role play will automatically succeed at GM's discretion.

Fall Damage

Fall damage is changed to a cumulative 1d10 for every 5 metres fallen.

Thus in increments;

5 meters d10
10 meters 3d10
15 meters 6d10
20 meters 10d10
25 meters 15d10
30 meters 21d10

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