House Rules


Required Reading

The Infamous Hulkster Folder

The Infamous Hulkster Folder

This is required reading/audio for anyone who is joining The Throwback Campaign.

Andrew’s Cheat Sheet

  • do not roll a die to see if you believe another PCs bullshit – ROLEPLAY IT!
  • initiative: 1d10 + Dex bonus
  • set your initiative: right click on your name in the initiative list window and choose “set initiative”
  • attack: 1d20
  • you cannot run in a circle
  • if you move more than half your move you get a -2
  • you cannot sneak attack from farther than 30 feet away – in any circumstance
  • create or edit a macro…
    1. open MapTool (do not have to connect)
    2. in the “Global” box and right click (if you do not see it then go to the “Window” menu at the top and check “Global”)
    3. either select “Add New Macro” or “Edit…” to edit an existing macro
    4. enter a “Label”
    5. enter what you would type in “Command” (for example: /r d20+6)
  • inititative…
    • formula: 1d10 + DEX modifier
    • macro: /r 1d10+X (X is your DEX modifier)
  • short bow…
    • attack row (formula): 1d20 + DEX modifier + level + BtH
    • macro: /r 1d20+X (X is your total of DEX modifer + level + BtH)
    • damage: 1d6
    • macro: /r 1d6
  • dagger +1…
    • attack row (formula): 1d20 + STR modifier + level + BtH +1 (for magic dagger)
    • macro: /r 1d20 + X (X is total of your STR modifier + level + BtH +1)
    • damage: 1d4+1 + STR modifier
    • macro: /r 1d4+X (X is STR modifier +1)

House Rules

  • Starting Money for 2nd level character: 1.5x the max for a 1st level character. So, for Cleric 300gp, Wizard 150gp.
  • On Clerics of Acen: Favored weapon is dagger.
  • House Rule: All clerics may use rocks and hand crossbows in addition to the listed weapons. (Any class is proficient in rock).
  • Someone pointed out that clerics have no missile weapons, that is not true. They can use rocks, clubs, light hammers, and daggers as missiles weapons, plus hand crossbows (house rule).
  • House Rule: Hand crossbows are usable by all classes except wizard, illusionist, and druid.
  • Cleric Spells: All spells from lvl 0-3 are available. We’ll deal with lvl 4+ if anyone gets there.
  • Druid Spells: All spells from lvl 0-4 are available except Detect Neutrality. We’ll deal with lvl 5+ if anyone gets there.
  • Wizard/Illusionist Spells: You don’t know much about this subject. All 0-1 level spells are available. You’ve witnessed a few of the higher level spells being cast (darkness, invisibility, web, mirror image, cone of cold).
  • Remember that you get max hps for 1st level and have to roll for 2nd level. Treat a 1hp result as 2 (don’t reroll).
  • Add dex bonus to initiative roll
  • Natural 20 = critical hit (unless a natural 20 was needed to hit); double damage
  • Natural 1 = possibly hit someone else when firing a missile weapon; CK ruling
  • Can critical hit, stun, and sneak attack undead
  • Heavy crossbows require a round to reload after firing
  • Knife does 1d3 damage, not 1d2
  • Large Mace must be used 2h by Medium chars
  • Bastard Sword has a -2 to hit if used one-handed
  • Unavailable weapons: Bearded Axe, Bastard Sword, Godentag, Nine Ring Broadsword, Sleeve Tangler
  • Strength damage bonus applies to thrown weapons: Aclis (Aklys), Dart, Harpoon, Javelin but not to Bolas, Slings, or Rocks
  • Strength damage bonus does not apply to Whip
  • Spell Resistance: SR check is (d20 roll + Caster Level) vs (SR + opponent HD), not just 1d20 vs SR. Castle Keeper may adjust this for some monsters.
  • Helmets are fucking useless, except for RP.
  • Touch attacks work like you’d expect. AC 10+dex+magic to hit.
  • Disengaging from combat: If you move more than ½ move when leaving combat the opponent gets a free attack and you suffer -2 AC. If you move less than ½ you do not suffer any penalty. Either way, disengaging from combat takes your action assuming your opponent is actively fighting you.
  • Disarm: Fighters, rangers, knights, rogues, assassins, paladins, or clerics can disarm an opponent by hitting AC (18+opponent’s level+opponent Dex bonus). This is for a normal size opponent.
  • Dodge: If you do nothing but dodge you gain +2 AC against up to 3 opponents.
  • Evade: If you “evade”, you gain +4 AC against 1 opponent.
  • Flank/Rear attacks: Can only be used if “Facing” is being set during melee combat (in MapTool). Will set facing if/when the situation arises.
  • Attacking a helpless opponent: If you are in combat (next to any other enemy), or firing a missile weapon, you can only make a normal attack against a helpless opponent. There is a +4 to hit, the opponent gets no shield or Dex bonus, and thieves get their back attack damage if using a melee weapon. If you are next to a helpless opponent and not in combat, you can make a critical attack; this hits on any roll of 2 or higher and automatically does a critical hit (thieves get back attack damage instead).

Encumbrance

  • Encumbrance Capacity = 10 + Str mod + 2 if Str primary + 2 if Con primary – 1 for Halflings/Gnomes
  • Do not use any of the EV or other encumbrance rules from the book. According to the book, Full Plate and winter clothing have the same encumbrance.
  • Worn Armor: Base AC / 2 (round up) encumbrance; Non-Worn armor: Base AC encumbrance. Special: Anyone with a Str penalty is moderately encumbered by AC +6 or better armor.
  • Shields: Buckler/Small = 1, Medium = 2, Large = 3, Tower Shield = 8
  • Weapons: Tiny (Dagger, sling, knife) = 1, Small (Short Sword, Hand Axe) = 2, Medium (Longsword, Morningstar, most others) = 3, 2h Weap = 5, Polearm 6, Pike/Lance = 8
  • Weapons: Hand Xbow 2, Shortbow/Lt Xbow 3, Longbow/Heavy Xbow 4
  • Ammo: Arrows/Bolts/Darts 1 per dozen, Rocks 1/20 (but can restock for free), Javelin 2, Harpoon 3
  • 200 coins = 1 encumbrance
  • Backpack or Shoulder Pack can carry up to 8 encumbrance of gear and cuts encumbrance of carried items in half; ignore backpack ENC
  • Common Items: Bedroll 2, Grappling Hook 2, 50ft Rope 2 (silk) / 3 (hemp), 1 week’s rations 4 (incl. water; 2 w/o water)
  • Uncommon items: Chamber Pot 3, Small Chest 6, Large Chest 12, 10ft pole 6, Shovel 3
  • Potions / Scrolls / Wands / Flasks of Oil / Holy Water: 1 encumbrance per 5
  • Small items (rings, jewelry, personal clothing): 1 encumbrance per 10 items if carried in large quantities… otherwise ignore. Gems would be 1/20.
  • Unusual items: Castle Keeper’s discretion, usually 1/5lb unless bulky

Effects

  • Enc <= Capacity: Unencumbered (No penalty)
  • Capacity < Enc < 2*Capacity: Lightly Encumbered (+1 CR to Dex checks, no other penalty)
  • 2*Capacity < Enc < 3*Capacity: Medium Encumbrance (-10ft move, +2 CR to Dex checks, Max run = 1.5x move)
  • 3*Capacity < Enc < 4*Capacity: Heavy Encumbrance (1/4 move, +4 CR to Dex checks, no Dex AC bonus, cannot run)
  • 4*Capacity < Enc < 5*Capacity: Overtaxed (5ft move, Fail all Dex checks unless roll 20, no Dex AC bonus and -2 AC penalty, cannot run)

Animal base encumbrance capacities (animals can only go to 3x base):

  • Dog 5
  • Donkey 15
  • Mule / Light Horse / Warpony 25
  • Heavy Horse 30
  • Light Warhorse 35
  • Heavy Warhorse 45
  • Elephant 120

A human can drag 5x their encumbrance capacity for a distance; a 4-legged animal can drag 10X; Increased by 50% for wheels on suitable terrain.

Damage Terms

  • 4 points = slamming
  • 5-6 points = clocking
  • 7 points = cleave
  • 10 points = devistating

Gamer Types

  1. Unhealthy
  2. Alternative
  3. Power Gamer
  4. Power Roleplayer
  5. Normal
  6. Xenomorph

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