Saturday, January 24, 2009

Some House Rules

Hello Gang, here are some House Rules that I have come up with to try and add a little more variety to the game and hopefully make it a bit more fun. If you have ideas or suggestions let me know what you think.

AetherRealms House Rules

Extra Skills: In order to encourage character development players are given 3 addition skill points per level but such skill points can only be spent on Knowledge, Craft and Professional skills.

Abort to Dodge: There are several modifications to the combat system that I am adding in. The first is the inclusion of the Out of Sequence Dodge. Players can abort their next action to Dodge and/or dive for cover. Such actions add 4 to your AC or Saves for things such as area of effect attacks. A character who uses this can take a 5 foot step with said action but forfeits all of his actions on his next action. The bonus applies until the character takes another action after that.

Combat Stances: As part of any combat actions players may choose one of three stances, Offensive, Normal or Defensive. Normal and Defensive actions are described in the rules. Offensive actions subtract 4 from the characters AC but give a +2 bonus to hit.

Combat Follow: A full round action in which you declare a single opponent and attempt to stay next to them. Regardless of their motion you may stay adjacent and can position yourself accordingly. You may only attack once per round and your move is limited by you normal movement rate. You may be attacked as normal during this time, but are considered in melee combat during the entire period.

Wounds/Vitality System: As presented in Unearth Arcana, Hit Points are replaced by Vitality and Negative HP are replaced by Wounds. As of right now the only modification I am doing is with Healing, Rather than the system as presented there Healing simply heals wounds first then Vitality. Dice rolls and amounts per level are just added together as normal.

Dying: At 0 Wounds make a Fortitude Check, -1 per each round after the first.
DC 10 Not dead yet, check next round
DC 15 Stabilized but unconscious
DC 20 Stabilize and awake

Action Points: Characters with AP may spend 1 AP to not die, 2 to stabilize and 3 to wake up. Such a purchase must be made before the roll.

Heal Skill: Using the Heal skill to apply first aid restores wounds and vitality as below. Such treatment can only be applied once to any given set of injuries and takes a minute of time to perform.

Level Wounds Vitiality
1-3 0 1d8
4-6 1 2d8
7-9 2 3d8
10+ 3 4d8

New Feat-Spellpoint System: Players from the Lands of Magic may purchase a Feat to be able to access the Spellpoint System. It should be noted that the feat is specific to a single specific Fragment. Thus a player can take the Feat Spellpoint System-Tralhalion and he can use the Spellpoint system while in Trahalion but if he travels to any other Realm he reverts to casting spells as normal immediately.

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