New Campaign House Rules

13thage

Hi players! Merry Christmas! FYI on the new house rules that we will implement ASAP (effective Episode 17) to make our lives (and your DM’s life) easier…

HOUSE RULES

Backgrounder: These rules are from the 13th Age rules set. A new “light” fantasy system designed by Jonathan Tweet and Rob Heinsoo (original designers of D&D 3rd Ed and 4th Ed). Their ideas and design notes appeal to me because they make the game less cumbersome (in terms of rules) and at the same time applying “generic” and “personalized” effects which give spotlight to the story and the narrative. Rules, after all, are meant as guides and should not be the meat of our games.

So, here goes:

“ONE UNIQUE THING”

out

Each character should have a “ONE UNIQUE THING”. This can be anything under the sun (subject to DM approval, of course). This can either be from your character’s background or his/her character motivations or personality,

Examples:

  • Cursed by a Demon
  • Hates Dragons
  • Does not ride horses

This O.U.T. will help both you and me develop your character’s personality and story-arcs further. Plus, it is a great motivational tool in role-playing. Please add this to your character sheets now and inform me.

BACKGROUND TRAIT POINTS

smith

Every character should have some skill, knowledge or information from his past. He can then use this knowledge to give him a slight edge when he uses any related, current skill. In terms of rules, each character will be given 3 points to assign to any background character trait. This can either be a single trait worth 3 points or any combination which will sum up to 3.

Example:

  • Soldier +1
  • Weaponsmith +2

This means that your character will add +1 to any skill check that has any relation to him being a soldier, or +2 if related to smithing. (i.e. “DM, did I see that specific battle formation being used by my enemies during the battles I fought as a solider?” or “I might have encountered these exotic weapons during my training as a weaponsmith”).

If the DM agrees, then you can add the corresponding bonus to a skill check or DC check. It’s that simple!

FLAVOR-AS-YOU-WANT GEAR

generic-armor

Now, you can all forget about slowing the game down and thumbing through the Pathfinder Core Rulebook or online in the SRD. Each weapon or armor is “flavor-as-you-want”. This means that you can describe it any way you like (subject to DM approval) and just use the generic table below which references stats for your weapon or armor:

weapongeneric

armorgeneric

  • AC Bonus: self explanatory
  • Check: penalty to skill checks (such as climbing, swimming, etc) when wearing this armor
  • Max Dex: You can only use your DEX bonus up to this integer when wearing this type of armor
  • Speed: self explantory
  • Spell Failure: Chance for ARCANE (non-cleric) spells to fail when cast

Kindly modify your character sheets now with the above specs.

REMINDERS ON ARMOR BONUSES AND STACKING:

An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks

TYPES OF BONUSES

  • Armor Bonus – An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class(even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow.
  • Deflection Bonus – A deflection bonus affects Armor Class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks.
  • Dodge – A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks.
  • Enhancement – An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks.
  • Natural – A natural armor bonus improves Armor Class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to Armor Class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to Armor Class. A natural armor bonus doesn’t apply against touch attacks.
  • Shield – A shield bonus improves Armor Class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks.

Final O.U.T and Background Traits will uploaded to our Player Characters page

That’s it for now. Should you have any questions, please course them through our Facebook Page.

Thanks!

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