Rules
A few in-house rules
Healing
A cure Light Wounds heals 25% for your Original Hit points. A cure serious heals 50%, a Cure Critical Wounds heals 75% and a Heal 100%. No dice rolling needed.
This also goes foe the reverse Cause ### Wounds. So watch yourself around evil clerics.
Damage in the game
I will never tell you how much damage you do or is done to you by numbers. I use the following system
Slightly wounded – less than 10% damage taken
Lightly Wounded – 10-25% damage taken
Seriously Wounded – 26-50&
Critically Wounded – 51-75%
Death Door – 76%+
Death and the DM
You can go to -10 plus your constitution bonus.
From 0 to -5 you can move enough to crawl, drink a potion if it is in your hand
Once you go below 0, you lose one hp per round unless otherwise inflicted by wounding or blood loss.
If you are in the negatives, the first draft of potion will only bring you to 0, so drink wisely
Posting and RL
I expect weekly posting but likely I will get bi weekly. If RL catches up with you, let me know, I will NPC your characters for awhile. However ....**WARNING**
If you disappear and do not contact me I will NPC your character for one week. The second week if you do not contact me and do not post, your character will stop moving and stand in the middle of wherever you are. If you go three weeks without contact or posting, your character will be possessed by a wandering bodiless demon and attack the party ruthlessly and without remorse.
So please, let me know if RL gets you. I understand. Lack of communication in the modern world, I do not get.
Spellcasting and Initiative
The 7/3 rule is that a spellcaster can begin preparing his spell before the end of a combat round, thus getting the jump on an enemy. A spellcaster completes a spell (the first spell must be rolled for with initiative) and wishes to cast another spell immediately. The mage may take his last initiative roll then add 3 segments if the spell has no material components or 7 if it does require materials. That total (-10) becomes their initiative roll for the next roll. If the total is less than ten, the spell goes off first in the next round (unless you don't play with the rule of one). For Example: Mitch the Mage decides to cast a magic missile, rolls initiative, and gets a 2. With casting time his initiative becomes 3. After the spell Mitch casts a Hypnotic pattern using the 7/3 rule he would take his initiative of 3 add 3 for no components and add 2 for casting time. This would give him 8, but since he cannot cast two spells in a round, his spell goes off in the first segment of the next round. Had Mitch choose a fireball, then he would have added 7 then 3 giving him an initiative of 3 the next round. Important note: A spellcaster using the 7/3 rule does not get his dexterity bonus if he is attacked during the round. However, if he is hit on a segment when he is not casting a spell, including the period of time when he is preparing the materials and his thoughts, he does not lose the spell. For Example In the 9th segment of the round, a troll attacks Mitch. He is hit because he cannot dodge effectively and maintain his spell, but he doesn't lose the spell. Had the troll attacked in the 7th segment Mitch would have lost the spell he was in the middle of casting. This is why wizards like to surround themselves with fighters. A spellcaster can choose not to use the 7/3 rule and roll initiative every round. This method allows them to keep their dexterity bonus and still cast spells, although not as fast.
Energy Drain
Never been a fan of draining levels, it does not make sense to me. So here is how I do energy drain. You get hit with energy drain you gain an accumulative penalty to ALL your rolls (to hit, damage, saves, etc etc). So if they drain for 1 you get a -1, if they drain for -2 you get -2 to everything and if ten get you at -1 you are at -10. If you reach negative your level or higher, you sample the cookies on the dark side – except the cookies are your former teammates and you are undead.
Now if you slay the undead that sucked your life, or someone else does – you get lose the penalty. However if you do not do before the day ends (Sunrise/sunset) then you need a restoration to get the penalty lifted.
In the case of “Boss” undead (Like Vampires) you have to kill the boss to get the penalty lifted.
Once you go undead, you can never be brought back to life unless you have a magic like an amulet of life protection.
This is not to say there is undead energy drain in this game. Just want to get it out there.
The Tired RDI Staff Karma: 291/33 6348 Posts
Posted on 2014-10-20 at 19:51:50.
Edited on 2014-10-20 at 19:58:32 by Alacrity
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I'll do it
After all I am a Thief so it kinda makes sense for it to be me.
Wait, oh crap, this was supposed to be secret huh. DOH!!!!!!!!!!!!!
About that Amulet of Life Protection Hmmmm
Trilogy Master RDI Staff Karma: 181/119 6817 Posts
Posted on 2014-10-20 at 22:04:47.
Edited on 2014-10-20 at 22:05:40 by TannTalas
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