House Rules

All of the below are always open to discussion and review – let’s figure out what works best for us!

Character abilities and advancement

General rules for character creation are listed on the Character Creation page. As mentioned there, clerics and druids are spontaneous casters in this campaign, like sorcerers and bards. Paladins, rangers, wizards, and adepts still prepare spells normally.

To simplify bookkeeping, all “x uses per day” abilities (especially spellcasting) should be considered as “x uses per game session”. PCs always begin a game session with the full number of uses, but these abilities do not generally recharge during the session, even if the session spreads over multiple days of game time. This is to balance the fact that, unlike typical adventurers, PCs in this game typically will not have more than one or two significant encounters (and almost certainly not more than one or two combats) in a day.

Multiclassing does not carry any EXP penalties, regardless of favored class or lack thereof, but extensive or unusual multiclassing may need to be justified to the DM.

Max HP at first level. Subsequent levels you may take half round up (1d4 = 3, 1d6 = 4, 1d8 = 5, 1d10 = 6, 1d12 = 7) or may roll for HP gained.

Not a house rule per se, but note that Knowledge (Local) includes knowledge of the laws of the city.

As Knowledge (Local) and Gather Information are useful skills for any member of the Watch to have, to keep characters more distinctive, a character with these skills may take a specialty (such as a specific quarter of the city, or a particular class of citizenry) to each skill – this will generally grant a +2 circumstance bonus to skill checks involving this specialty.

Magical items

Basic +1 arms and armor can be created by NPCs as low as level 3 and therefore these simple “magewrought” items are readily available in the city, although still quite expensive, as most are created for the benefit of the military and so relatively few are sold to the general public. (Items with special properties still require level 5, as per the Craft Magic Arms and Armor feat – as this is an Epic6 game, such items are far more rare and valuable.)

As mentioned on Wealth and Money, magical item prices in the city are typically 1/10th of the prices listed in the DMG or SRD. So typical potions cost 5-30 gp, a simple magewrought +1 weapon about 220-250 gp, and a minor artifact such as Lightbringer would be worth about 85 pp (850 gp) on the open market.

Combat and Conflict

We generally use the Players Roll All Most Of The Dice variant in combat, and sometimes in non-combat conflicts as well. Basically for unopposed rolls (saving throws, to-hit, damage) the player rolls both for “attack” and “defense” – so to hit an enemy, you roll to hit (1d20 + your attack modifier, vs. his fixed AC score), and when an enemy attacks you, you roll to defend (1d20 + your AC modifier, vs. his fixed attack score). Gives you a bit more control over your destiny, reduces the amount of dice the DM has to roll and gives you something to do when it’s the enemy’s turn…

Character Injury and Death

PCs will not generally die in this game. However, I want there to be a sense of danger in combat, so what I’d like to do is have some sort of rule for harm to a character who is taken out in a fight. Perhaps may borrow something similar to the Savage Worlds rules or the Dresden Files/FATE RPG idea of consequences. Probably one level of consequences for being taken out at all (-1 or below) and another level for “would have died in a typical campaign” (-10 or below, left unconscious for an extended period of time, etc.) Suggestions are welcome.

Conviction (aka Fate Points)

Conviction is a house rule recommended by the creator of E6, one of three house rules. At present we do not use the other rules (Death Flag and Raises) but that’s always open to discussion.

When a player spends Conviction, they’re saying “Hey, this is important to me. I want my character to have been the one that pulled this off – or at least, put everything into trying.”

(The concern has been raised that 6 points is a lot for a short session like we typically run. Perhaps cut this down to only 4 or 3 points?)

Each player gets 6 Conviction Points at the beginning of each session. These points may be spent as follows:

  • Before rolling a d20, you can spend 1 point to roll an additional d20 and keep the highest.
  • After rolling a d20, you can spend 2 points for a reroll.
  • On your turn, you can spend 2 points for an additional move-equivalent action.
  • On your turn, you can spend 3 points for an additional standard action

Chases

House rules for Chase Scenes

Diplomacy and Intimidation

Diplomacy and Intimidation house rules

House Rules

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