Andurin:House Rules

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[edit] Character Generation

[edit] Rolls

Regardless of the game, character generation is as follows:

Roll 4d6, drop lowest, re-roll 5 times and arrange as desired, add in racial bonuses/penalties (if any). You may have one free re-roll but if you take it, those results stand.

Hit points are as per the book, except PCs receive 1st level max hit points.

[edit] Andurin: House Rules

[edit] Minimum Ability Scores

As long as you have an ability score of 9 or higher in your prime requisite, you are eligible to play that class.


[edit] Rule of Four

Attendance is of paramount importance, especially when it comes to tabletop and online games. Without a DM, there is no game. Without sufficient players (ESPECIALLY players, since they're the ones who provide the action), the session is tabled.

In addition, the formula I use for granting XP takes into account your attendance. If you never show up, how do you expect your character to advance?

In order for us to have a session, no less than FOUR players need to be present at all times. In rare occasions, we might suspend this rule (especially if we haven't gamed in a while). For all intents and purposes however, we can't start a session until FOUR players have shown up. That means FIVE people total, at a minimum (four players + 1 DM).

[edit] Within 100 xp

If you are within 100 xp of the next level, those points are waived and you automatically gain that level.


[edit] Thief-skills and search checks

As a rule, I usually roll all thief skills (for thieves, rangers and bards) and all search-for-secret or concealed door checks. In general, if I don't ask you to roll whenever something requires a die roll, you can assume I've done it myself.


[edit] Weapon speed and casting time

I dispense with weapon speed and casting time when calculating initiative. Initiative usually cannot be lower than "0" (the sole exception would be if you were using an item that allowed you to go automatically at the beginning of a combat round). Other modifiers can sometimes change the initiative order, such as size modifiers, using an item, height restrictions, flight speed and so forth per the Player's Handbook. By and large, initiative is fairly straightforward. Note that if you delay your action, you will go at the end of the combat round.


[edit] Combat pacing

Because all combat takes place in real time, I require players to participate actively. That means that you should have some idea of what your character is going to do BEFORE I ask you to describe it. You should be able to make snap judgments (because in a real fight, you usually wouldn't have time to thoroughly analyze the effects of your actions). If I don't see an action from you within a reasonable amount of time, I reserve the right to skip over you. Fair warning.


[edit] Negative Hit Points

Being brought to 0 hit points or lower will usually result in unconsciousness. Characters will lose 1 hit point per round until stabilized either by a heal check, potion or some kind of healing spell or effect. Characters who eventually reach -11 hit points or lower will die. If you are brought to a positive number, you will remain unconscious for the duration of the combat.


[edit] Spell descriptions

I allow caster PCs to vary their spell descriptions from the usual description given in the rulebook. The premise is that magicka is usually intensely personal. A mage or a priest SHAPES the spell he or she is casting by his or her experiences, thoughts, words and/or actions. The successful caster injects a little bit of him- or herself into his or her magicka with each spell cast. It follows that a caster should be able to influence the APPEARANCE of the spell itself.

Therefore, each caster PC or NPC is allowed to have a motif that appears whenever he or she casts a spell from a scroll or from memory. The motif can be auditory, visual, or olfactory. The motif may be the same or may contain slight variations.

The motif must be decided upon when the character is created.


[edit] Birthsign Powers

All characters are born under a birthsign in Andurin. However, not everyone is granted a birthsign power. More information can be found here.


[edit] Names and naming conventions

Your character names must be consistent with the culture he or she hails from. That means, if you're playing an elf, your character's name should be elvish or elven-sounding. If you're playing a human, your character's name should be medieval-based or approximating something close to the society or culture where your character comes from. Nothing destroys atmosphere quite as much as a character who's name is out of place within the world.

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