House Rules

Additional house rules can be added here as the group decides them. These are mostly ripped off from Sleight's Game. This list may not be exhaustive.

Encumbrance and Equipment

Within reason, you should not have to worry about how much weight your character is carrying. Carrying two thousand arrows or a hundred healing potions, for example, is considered unreasonable. You should understand what you have in your hand vs. what you have ready to draw vs. what you have in your backpack, however. It's assumed that your characters have standard adventurer's equipment such as a rope and tackle, appropriate clothing, food, flint and steel, torches, and things like that. Characters do not have a horse unless it's purchased. The party will have a base at the castle where items that do not need to be accessed on an adventure can be safely stored, which can also hold the various labs and equipment needed for crafting.

Material Components

Unless the spell requires a specific expensive material component, a spellcaster is assumed to be carrying all the material components that they might need. Spells with an extra material component are marked with an M.

Attacks of Opportunity

Unlike the book, an attack of opportunity will be provoked upon entering an opponent's threatened area as well as moving through it or leaving it. This works for enemies approaching the player as well as players approaching enemies. Reach weapons work like this already in the rules, so this is simply balancing the playing field, as reach weapons have plenty of other advantages.

Last Breath

When any character is killed by mundane physical damage, they have one round in which, no matter how low their current health is, they aren't quite dead yet. Thus if a single blow takes you to below -10, if you receive enough healing to get you back to the 0 to -9 range, you will live. Death Magics do not obey this rule.

Hold Person

Hold Person is not available to players or enemies, because it tends to turn fights into a contest to see who can hit the other one with Hold Person first.

Scorching Ray

(This spell replaces the book version.) You can call forth one or more rays of intense light and heat from your fingertips. This spell has a duration of 1 hour / level. You get level charges to use for it. During the duration of this spell, including the round that you cast it, you may take a standard action and spend one or more charges to fire off a ray. A ray is a ranged touch attack that deals 1d6 Fire damage per charge spent, plus your Int or Cha modifier. For example, with a wizard that has a +4 Int bonus, if they decide to spend 3 charges in a shot, it would deal 3d6 + 4 Fire damage.

Identify

Identify does not take 100 gold pieces of material to cast, although it does still require one hour of casting time. In addition, once cast, the user can identify magic items for an additional hour, using several minutes per item. Creating Identify scrolls, however, does require the extra gold.

Book Casting

Wizards can cast any spell in their book. They have to drop a spell of the appropriate level. They have to have their book out, which takes both of their hands. They spell takes longer to cast then usual. A standard action spell takes one full round action to cast. A full round action spell takes one minute to cast. Any other cast time is increased ten-fold.

Anything that can normally disrupt spell-casting will disrupt book casting. Since the spell requires instantaneously channeling one spell into another, it is very difficult to maintain concentration. The DC for any concentration check while Book Casting is increased by 5.

Domain Spells

Clerics no longer get bonus domain spells per day. Instead they may drop any of their normal spells to either of the Domain spells per that level. This brings their spell casting more in line with Wizards and Druids, who do not get the benefit of Domain Spells.

Sorcerer Casting

Sorcerers are able to memorize a small number of spells in the same way that a wizard does. Sorcerers can use the bonus spells per day that they get from Charisma for this purpose. They cannot book cast. They must have the intelligence required to cast the spell in question.

Additionally, Sorcerers get a 0 entry at the highest level of spell at levels 3, 5, 7, 9, 11, 13, 15, and 17. This gives them the ability to cast 1 spell per day if they have enough Charisma to get a bonus spells of those levels. This gives them access to spells at roughly the same rate as Wizards, Clerics, and Druids.

Spellcraft Learning

With a Spellcraft check of DC30 + spell level, a wizard can learn any spell that is cast at them with the same restrictions as learning the spell from a scroll. The wizard can take 20 on the check outside of combat. The spell is in the wizard's memory and must be copied to their spellbook later that day, and can't be used until it's in their spellbook.

Paladins Multiclassing

A paladin is allowed to multiclass with a cleric to the same god.


Khan's Game

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