house_rules
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house_rules [2019/07/09 17:26] – andrew | house_rules [2019/11/11 13:56] (current) – [Lifestyle Costs] andrew | ||
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The campaign uses a few house rules which are outlined here. | The campaign uses a few house rules which are outlined here. | ||
- | ===== Performance Coin ===== | ||
- | [[Trogdor]] is only capable of performing awesomely or very poorly. The performance coin flip gives a 50/50 chance of either a roll of a 20 or a 1 with respect to performance checks. Luckily Trogdor also gains advantage at performance checks while raging. Trogdor may continue to rage indefinitely while performing. | ||
===== Drinking a Potion ===== | ===== Drinking a Potion ===== | ||
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===== Lords of Hack Initiative ===== | ===== Lords of Hack Initiative ===== | ||
- | Initiative is determined each and every round by the draw of a card. The cards are numbered 0-9 and are different colors. The higher the number goes first, and then for same numbers the turn goes in order of the visual spectrum, that is ROYGBIV. If a card with a number BELOW the initiative modifier of the player character or monster is dealt, another will be dealt until one that is high enough appears. Any followers go with the PC that is their patron, regardless of whether there is a disparity in their initiative bonus. Only the bonus of the PC matters. Two wild cards are in the deck as well. They always go first, and the player who draws it gains inspiration that must be taken that round or it is lost. After a round where the wild is dealt, the deck is reshuffled for the next round. | + | Initiative is determined each and every round by the draw of an Uno card. The cards are numbered 0-12 (" |
===== Treasure Cards ===== | ===== Treasure Cards ===== | ||
- | Possession is nine tenths of the law. If you don't have the card, you don't have the item in question. | + | Possession is nine tenths of the law. If you don't have the card, 'your character doesn't have the item in question. |
===== Rulebooks ===== | ===== Rulebooks ===== | ||
The default rules for characters, feats, and spells should be from the Player' | The default rules for characters, feats, and spells should be from the Player' | ||
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- | ===== Lifestyle Costs ===== | ||
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- | Between each session, we'll have a downtime where player characters can do things " | ||
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- | **Wretched - (0GP)** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. | ||
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- | **Squalid - (1GP)** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, | ||
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- | **Poor - (5GP)** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, | ||
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- | **Modest - (25GP)** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. | ||
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- | **Comfortable - (50GP)** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, | ||
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- | **Wealthy - (100gp)** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. | ||
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- | **Aristocratic - (1000gp+)** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, | ||
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- | ===== Followers ===== | ||
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- | I would like to use my own version of the Unearthed Arcana Sidekick Rules as a basis for followers that the player characters meet who join their cause. | ||
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- | A follower is a creature who is your friend and who accompanies you on adventures. It’s essentially a second character you play. However, in most cases I'll assign the role-playing of the character to another player at the table. | ||
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- | Followers always act on the same initiative the player character acts, even if the follower is controlled by a different player. | ||
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- | As the GM, I will not follow the sidekick rules exactly. I feel like some of the features are a little too powerful. However, followers will gain levels as the player character adventurer gains levels. | ||
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- | Generally, players shouldn' | ||
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house_rules.1562693195.txt.gz · Last modified: by andrew