House Rules (3.5E)

From Reydala

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(Changes to Official Rules (4E))
(Death and Dying)
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*Saving throws vs. death are taken a turn after the character becomes unconcious.  If they awake before then they take their turn in the initiative order as usual, if they awake after, their initiative is changed to when in the round they awake.  
*Saving throws vs. death are taken a turn after the character becomes unconcious.  If they awake before then they take their turn in the initiative order as usual, if they awake after, their initiative is changed to when in the round they awake.  
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*If a saving throw vs. death is failed and the character has a hp of -1 or below but above their surge value expressed as a negative, that characters hp is immediately set to -(Surge Value).
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*If a saving throw vs. death is failed and the character has a hp of -1 or below but above their surge value expressed as a negative, that characters hp is immediately set to their negative surge value.
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*If a saving throw vs. death is failed and HP is -(Surge Value) or below, that character cannot return to action during this encounter no matter how much magical healing they receive.
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*If a saving throw vs. death is failed and HP is negative surge value or below, that character cannot return to action during this encounter no matter how much magical healing they receive.
== Original Rules ==
== Original Rules ==

Revision as of 09:48, 8 April 2009

Contents

Changes to Official Rules (3.5E)

Magic Mechanics

(See Unreality)

Racial Characteristics

(See Races for changes to the major races compared to those in the Player's Handbook)

Weapon Finesse

In Reydala, you can use the weapon finesse feat with any weapon the character is proficient in, not just light weapons.

Intuitive Attack

See Weapon Finesse adjustment. Again, the Intuitive Attack feat can be used with any weapon the character is proficient in, not just light weapons.

Dodge

Dodge does not require the character to select an opponent. The +1 AC is always in effect against all enemies and stacks with any other bonus.

Other feats that require the character to select an opponent via Dodge, such as Melee Combat Evasion, still work as normal.

Bards

Because of their worship of the Melody in Reydala, Bards may not be of any Evil alignment, or else they become Ex-Bards. In addition to being restricted from taking more levels in Bard, they loose all spells, spell-like abilities, and supernatural powers.

The Melody has no prejudice against law and order however. Bards may become Lawful in alignment (so long as they are not Lawful Evil).

Monks

Monks in Reydala are not restricted to Lawful alignments.

Changes to Official Rules (4E)

Magic Mechanics

(See Unreality)

Alignment

The various Neutral, Lawful Evil and Chaotic Good alignments from 3.5e return. Unaligned from 4e remains, replacing true neutral.

Racial Characteristics

(As per the PHB except where stated)

Class Adjustments

(As per the PHB except where stated)

Magic Items

(Implement weapons here) (Less rigid rules as to enchantments)

Combat

Death and Dying

  • If a character who is unconscious receives magical healing, they may immediately make a saving throw, if they succeed, they awaken. If they fail, they remain unconcious but may attempt saving throws again at the beginning of their turns and whenever they receive further healing.
  • Characters recovering from unconsciousness via healing are afflicted with weakness until the end of their next turn.
  • Saving throws vs. death are taken a turn after the character becomes unconcious. If they awake before then they take their turn in the initiative order as usual, if they awake after, their initiative is changed to when in the round they awake.
  • If a saving throw vs. death is failed and the character has a hp of -1 or below but above their surge value expressed as a negative, that characters hp is immediately set to their negative surge value.
  • If a saving throw vs. death is failed and HP is negative surge value or below, that character cannot return to action during this encounter no matter how much magical healing they receive.

Original Rules

Economics

(Editor's note: Ignore this, we're still working on it.)

Like any world with a western trade economy, Reydala has many merchants constantly buying and selling goods around the world's populated towns. And like any standard D&D character, PC's often return from adventuring with loot in hand, and a serious need to sell it off.

To sell an item, first the person has to travel to a town. A Gather Information check must be made to locate a buyer, the Difficulty Class depending on the two factors. The size of the town is one. The base DC for the largest town class, Metropolis, is 10. For each size class below Metropolis, the DC is increased by 2. A table of the DC's are listed below by size:

Town Size Class Gather Information DC Examples
Metropolis 10 Elannariel
Large City 12 Krasevae
Small City 14
Large Town 16 Sanoan
Small Town 18
Village 20
Hamlet 22 Joven
Thorp 24

Each check represents 1 week's worth of searching for a buyer. If the check is equal to or greater than the DC, a buyer was found. Otherwise, a buyer was not found, and a retry check for the same item requires another week's worth of searching.

In addition to the listed DC's, if an specific item has been sold within the last month in a town, a Gather Information check for every item of that specific kind to be sold beyond the first increases the base DC by 5, cumulatively. For example, a wizard crafts 4 Bags of Holding and attempts to find a buyer in Sanoan. For the first Bag of Holding, she must make a Gather Information check against a DC of 16. If she succeeds the first check (and finds a buyer), and decides to sell a second Bag of Holding, the new Gather Information check is against a DC of 21. If again a buyer is found and the item is sold, and she decided to sell a third Bag of Holding, the new DC is 26. Finally, she waits for a month to pass, and again, sells the final Bag of Holding. The Gather Information DC returns to 16.

Second, the seller must make an Appraise check to both determine the item's value and attempt to haggle the price of the item. {This statement needs more editing}

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