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Current Houserules
Topic Started: Jan 23 2010, 01:56 PM (38 Views)
DragonLord_Z
Administrator
I reserve the right to change, remove, and add house rules as needed. The current house rules are as follows:

Multiclassing: Multiclassing does not cause an experience penalty. Also, classes with restricted multiclassing, such as Monks or Paladins, may multiclass freely if there is an obvious explanation. For example, a Paladin could easily multiclass as a Fighter, or a cleric, because both include aspects of Paladinhood. However, a Paladin most likely could not multiclass into rogue freely, as they would not easily adhere to the Paladin code. However, a character still cannot be of a forbidden alignment for their class.

Alignment Requirements: Paladins may be Neutral Good or Lawful Good, but no other alignment. Monks may be of Lawful or Neutral alignment. Any class that requires one to be non-good, and is normally associated with evil instead requires is applicants to be evil.

Aiming: You can aim with a melee or ranged attack. This means you may aim for a specific body part, which deals more damage, but will increase the creature's AC as you are attempting to hit a smaller, vital area. The targetable areas that deal extra damage or hinder enemies are as follows:

Head and Neck: +5 to AC, x4 damage.
Heart: +4 to AC, x3 damage.
Shoulder: +2 to AC, attacks with arm take a -2 penalty, and the arm may be severed.
Knee: +2 to AC, speed reduced by 10 feet, leg may be severed.
Hand and Forearm: +2 to AC, and attacks with arm take a -2 penalty, cannot use a shield.
Groin: +6 to AC, x5 damage.

If you miss the precise attack, you still hit if your attack roll beats the creature's original AC, but you do not gain any extra damage, or hinder the enemy in any way.

If you use a ranged attack, you can instead take precise aim, once per turn. Taking aim is a full-round action, and gives you a +1 bonus to attack rolls against the target. You can aim for any number or rounds in a row, up to a maximum of 10. If you are startled or attacked, you lose your aiming bonus.

Traveling: Traveling is difficult. Each extended rest the party takes, which is required to be 6 hours or more, grants the entire party 10 Resolve Tokens. A resolve token is used to continue a long journey through wilderness. As a general rule, a Resolve Token is spent for every hour a travel the party makes. However, certain factors can effect this.

Terrain: On average, traveling for an hour on a road or clear path costs a single resolve token. However, more difficult terrain requires more resolve tokens. Easy terrain, such as roads, paths, or open plains cost a single resolve token for every hour of travel. Moderately difficult terrain, such as a forest full of underbrush, costs a resolve token every 30 minutes. Difficult terrain, such as trudging through bogs, thick forested areas, or underground tunnels require a token to be spent every 15 minutes.

Means of Travel: Resolve tokens assume you are walking. When traveling by other means, you instead refer to the resolve tokens of the means of travel you are using. Horses spend them at the same rate, and have the same number, but move faster, so you cover more ground, as does running or marching.

Injury: Major Injuries, such as broken limbs, lower the party's resolve. When a member of the party has a serious injury, the party gains 2 less resolve tokens per extended rest. This penalty stacks for every seriously injured party member. Serious injuries can be treated with healing magic. Depending on the injury, it may require up to a Cure Critical Wounds spell to remove it.

Fighting: Fighting is exhausting. Whenever you engage in battle, you lose a resolve point for each five rounds you remain in combat, with a minimum of one. If you spend more resolve tokens then you have remaining,you take a cumulative -1 penalty to all attack rolls for every two rounds you remain in combat after running out of resolve tokens. You can also spend extra resolve tokens during combat to gain a +1 bonus to attack and damage rolls per spent token.

Rest: While in a town, assuming you are not in combat, you spend no resolve points. Every day you spend without spending resolve tokens, you gain an extra resolve token once you begin spending them again, with a maximum of 10. However, you may not spend more than 15 in a single day, regardless of your total. If you do not spend all of your resolve tokens while in the wilderness, they are added to the next day's total. Sleeping in rather uncomfortable or dangerous conditions result in the loss of two resolve tokens for the day.
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