House Rules

Amendments that apply to our Dragon Warriors campaign.

Rising in Rank & Experience Points The most important rule which we will be using in the continuing Dragon Warriors campaign chapters is the removal of experience points, as the characters rise in power it is my intention to distance the characters from experience points as a measure of calculating rank, at these higher levels I find it completely abstracted and fraught with problems.

The characters are already of a level that allows them and their actions to fundamentally impact events on a regional, sometimes nationwide level. As the campaign continues through this and hopefully subsequent chapters rather than have some kind of complex situational rules set where some lower level opponents do not provide any more experience (e.g You are too powerful to gain any practical or useful experience from mowing down 30 x level 1 goblins) when those monsters could still provide danger and threat if they appeared in overwhelming numbers the following will be used:

In Chapter 2, the player characters will continue at Level 5 until the first “way point” which is midway along the story arc, survivors (or new recruits) will all rise to 6th rank.

7th rank will be the prize for completing this chapter of the campaign completely. Chapter 2 : Sleeping Gods has been designed with approximately 12 episodes which should equate to 3 or 4 months of regular play in the real world, and possibly many more months in the Lands of Legend.

Aldred

Reflexes and Combat Order The current way of establishing the order players and enemies act in combat is based on the reflexes score, while this promotes quick combats it sometimes becomes slightly stagnant as the party always acts in a set order defined by their reflexes score rolled at character creation. Therefore when combat is joined, the GM will ask players to roll for reflexes, and each player should roll 1D10 and add his reflexes score. This means there is some variation from combat to combat. Faster characters will still have the better chance of acting earlier in the round due to their natural inherent quicker reflexes but variety is introduced and that adds tactical choices and interesting elements to keep each combat fresh.

Thieves guild

Movement Rules With the addition of the battlemap and tiles to the game a more formalised system of movement needs to be laid out. The most important being how fast can the characters move in a combat round. Each square on the table roughly equates to 3 metres. A character completely occupies one square to be able to operate effectively (swing a sword or axe, wield a staff and cast spells etc). Larger creatures will occupy more squares as per the figures base size.

Certain classes are geared to a faster more mobile style of combat.

Barbarians, Assassins, Rangers and Mystics move 4 squares if not heavily encumbered in a combat round.

The other classes move at a still respectable rate, but because of a combination of heavier armour and fighting styles or spell casting requirements they are slightly slower.

Thanes, Knights, Warlocks and Sorcerors move 3 squares if not heavily encumbered in a combat round.

Certain spells might have an effect on this, as will certain terrain as prescribed by the GM.

Heavily encumbered characters move 1 less square than normal. Examples of heavily encumbered could include alot of loot in the backpack of a big and bulky nature, wielding a heavy shield. Extreme encumberance would be rare but a penalty of 2 squares would be levied for dragging a heavily laden huge treasure chest, or hauling a heavily armoured body for example, at the GMs discretion.
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Blinded

will become a status, a character who is blinded through an effect like a flash pellet or a spell like blinding flash will get an elastic band on his figure to represent this, and he will suffer blinded status for his next turn, no matter where he comes in the reflexes order. A blinded character can move and perform any action that does not require sight.

Example 1:

Assassin drops a flash pellet at reflexes 18, 3 characters are in range, and are on reflexes 17,16 and 15. They are all blinded for their next action.

Example 2:

Mystic casts blinding flash, but he is acting second in the round, 2 ghouls act after him, and the ghoul leader has acted before him. The 2 ghouls suffer their next round as blinded, and then in the next whole round, the ghoul leader (who has had an elastic band put on him to remind us he is affected by blind) must suffer a round of blindness.

So anyone who gets blinded, will always suffer 1 (or more) rounds of blindness, irrespective of initiative order.

Anyone can attack into an area that completely obscures line of sight (like some spells, vampires mist or an assassins smoke jar) but the chance to hit is 1 in 20, only a critical or lucky hit will allow you to shoot into an area where there is no line of sight and score a hit, anything else is a miss.

The GM does have discretion to add a few bonus points to this in special circumstances : the assassin being rooted to the floor by a spell in the round before etc, but the situation where people need over 50% chance to hit a character hiding behind an effect which is supposed to completely obscure line of sight is not going to come up again.

The only exemption from these penalties is the warlock using the “fight blind” ability/spell. He attacks at his full scores. This now makes this ability/spell actually useful.

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Elementalists: With the three new classes (Priest, Thane & Ranger) providing more subtle variety in the players choice of character profession, and the underlying weakness and difficulty of balancing the Elementalist class. We will not be using Elementalists as playable characters. The profession may still appear as an NPC.

Demonologist: With the inherent evil nature of this new class, players will not be allowed to choose the path of the Demonologist, but the profession may still appear as an NPC.

Montombre

The all powerful GM reserves the right to outlaw certain one shot, instant kill spells from being used by PCs and important NPCs. These spells will cease to exist in our version of the campaign world of Legend. You have been forewarned and will be advised of which spells are affected as and when the need arises.

House Rules

Sleeping Gods Regor