House Rules

Character Creation:

  • PC Races: All PC races from published materials are available. Races from other sources (i.e. the Revenant from DDI) may be available upon consulting with the GM. Monster races (meaning those that are usually found only in the Monster Manual and not a PHB or Campaign book) will not be available. This includes kobolds, bugbears, goblins, hobgoblins, and gibberlings.
  • PC Classes: Hybrid classes will not be available. All other base classes from the Player’s Handbook, Player’s Handbook 2, Player’s Handbook 3, Forgotten Realms Player’s Guide and Eberron Player’s Guide are available. Classes from other sources are not available.
  • Feats and Powers from Dragon: May be available on a case-by-case basis. Consult with your DM before selecting any options for your character that appear solely online.
  • D&D Essentials: Material in D&D Essentials is not prohibited, although players will be expected to have hard copy of any applicable rules/powers for the DM to check out.
  • Retraining: Standard retraining rules apply when a character gains a level. However, character may have the option to retrain during a period of in-game downtime of at least 72 hours. There will be a cost associated with this adhoc retraining, however:
  • At-Will Attack Powers: 500 XP
  • Encounter Powers: 500 XP * level of power
  • Utility Powers: 500 XP * level of power
  • Daily Powers: 750 XP * level of power
  • Feats: 1000 XP for Heroic feats, 2500 for Paragon feats, 5000 for Epic feats
  • PCs will start at level 8, with 13000 XP.

Group Character Concepts:

  • Backgrounds: Every PC will have a background tie to at least one other PC at the start of the campaign. This may be that the two PCs were former comrades or rivals, or perhaps they trained under the same teacher, or even a familial relation. The more in-depth these ties are, the greater the rewards from related quests will be as the campaign progresses. Each character will also have one Background (as per PHB 2) that provides them with the requisite benefits. Their ties to other PCs do not necessarily have to relate to their personal background.
  • For exceptionally good roleplaying or particularly exciting actions, a PC may earn a Fate Point. Fate Points may be spent in-game once per encounter to reroll any d20 roll. Alternatively, a Fate Point may be spent after an encounter for a one-time +10% XP bonus from that encounter. However, when a PC gains a level, their Fate Points are automatically “cashed out” and reset to zero.
  • Each PC will accrue XP on their own. This may mean that some PCs will level up before their comrades. PCs whose players are unable to attend a game will either be narratively deemed to be elsewhere during the adventure (when possible) or controlled by the DM (when not). In either case, an absent player’s PC will receive 50% of the XP they would have received as part of the adventure.
  • Should any PC fall more than a full level behind the rest of the party, they will gain a passive +50% bonus to XP until they make up the gap.

Example: If Fergus the Fighter is at level 7 while the rest of the party is at level 9, Fergus will receive a +50% XP bonus until he reaches level 8.

In-Game House Rules:

  • Treasure: finding magic weapons, implements and armor in treasure parcels will be incredibly rare. To make up for this, treasure parcels received from certain types of opponents will contain special “trophy” items that will have a set gold value. However, this gold value can be used only for buying enhancements for the party’s weapons and armor.

Example: an otyugh may be defeated and yield 12 Otyugh Teeth. One Otyugh Tooth would have a value of 250gp (Armor), meaning that it can be used to buy 250gp worth of armor enhancement. 12 Otyugh Teeth would therefore be equivalent to a 4000gp magic item.

  • Wondrous Items, as well as Head, Neck, Arm, Glove, Waist, Feet, and Ring slot items will show up in treasure parcels regularly. Trophy items may be used to “level up” these items to higher-tier versions, but only if the party level is within 2 levels of the “upgraded” version. A level 8 necklace cannot be upgraded to its level 13 version until the party reaches 11th level.
  • Rituals to enchant, disenchant, or transfer enchantments on magic items are not available in the campaign. Major cities and settlements will instead usually have a magewright available who can provide magic item services in exchange for trophy items. Other rituals may be restricted or unavailable, namely rituals that involve raising or animating the dead, or traversing other planes.
  • There will be an in-game calendar used to measure time. The “one extended rest per day” rule will be enforced, which may become important when certain quests must be completed before a set date.

House Rules

Laws of War mightynute