House Rules

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Critical Killings

You roll a d20, and if you roll a natural 20, you automatically hit. Then you roll again for the critical hit, if it is another nat. 20, you confirmed critical hit. You have a choice, you can roll from a critical hit chart, or you can attempt to roll your d20 again. If you roll yet another nat. 20, you kill the creature, no matter how small or big it is with any attack, no matter how weak or powerful.

Critcal Hit/Fumble Chart

Summary:

Roll d20, if natural 20, automatic hit, and then roll for Critical Hit.
If you roll another 20, confirmed Critical Hit. Roll d20 for auto kill or from crit. chart.
If rolled for the third time and you get another 20, you kill the target.


Dice Rolls

Roll your dice where the Game Master can see them. Reroll any die that falls off the table, is slightly cocked, or is in any way questionable (at the GM’s discretion). This also includes the strange occurrence of sliding dice.


Role-Playing Expectations

We will be expected to maintain a good role-playing experience. Most, if not all, table talk will be considered in-game unless otherwise noted. So, if you’re talking about a concert in real life, the players are completely in their rights to ask you what the hell you are talking about.

Another thing under this rule. Meta-gaming. This involves a Player Character making a knowledge roll, and the DM telling the result. Keep in mind, all of the other characters should not know this information without first making a knowledge check, or two, the previous character informing the party of his/her findings.

This category may be loosely enforced since I understand everyone doesn’t enjoy doing “boring tasks.” I will still enforce the In-Game/Out of Game talk rule though. It is so much funnier that way.


Action / Hero Points

We are mostly familiar with the concept of Action Points for Dungeons & Dragons: 4th Edition. There is also a version of that in Pathfinder. I will give points based on circumstance or through time. All players begin with an Action Point every in-game day. This will allow the player to make another action, even if it is considered a full-round action. Magic users may, if they choose, unleash their spell on the same turn they began casting it.

Another interesting twist I may add is music. If you would like to choose a “theme song” in a playlist, we could implement a special Action Point moment. We could grant diminishing Action Points to characters when their theme song plays on a randomized battle music playlist. Players can spend their Action Point either immediately after the current creature ends its turn, or wait to use it until the end of their next turn. At the end of their next turn, the action-point will disappear. We could discuss this, but I like the idea. It provides a reason (read: excuse) to shine at a random moment in combat.


Death Throws/Saves

One somewhat irritating complication in Pathfinder involves dying. Compared to DnD:4E, dying is a harder situation to escape. If you reach the negative number equal to your constitution score, you are dead. You must make a DC 10 Constitution check to become stable. Each time you fail, you lose one Health Point.

In the Pathfinder Rulebook, it states that there is a negative modifier to your check equal to the negative HP value. So, you are presently at -12 HP, so you take a -12 modifier usually.

This is what I want to remove. I would like the DC 10 Constitution check with a -2 modifier. That is all. I don’t want the odds to become more impossible per roll. Each time you fail, you slip one HP closer to death. Naturally, your party may want to come and aid you and also protect you from whatever struck you down to begin with. Each strike from an enemy brings you closer to death.

House Rules

Erimorian Exploration heinrich1223