Herewith,
some house rules and policies.
A. The
Prime Directive
All
rules shall be construed so as to maximize the fun of playing.
B. Magic
-
A
mage is a mage is a mage. No specialties are used.
-
With
the exception of powerful, special use non combat spells, no
tangible components are required. If you want to cast a
special-use spell ["Find Familiar", "Become a Dragon",
whatever], talk to me first.
- Instead
of components, the magic power is coaxed from the universe by a rhyme.
Try to include the actual rhyme in your writings, it's much more interesting
that way for the rest of us.
-
After
8 hrs of rest, you are assumed to remember and use any and all of
the spells in your spell book. You may, in fact, use the
same spell more than once, up to the maximum allowed per spell level
in the Mage Tables [in the Player's Manual.]
-
Cantrips
are allowed and encouraged. They do not require a rhyme,
merely a hand gesture with the appropriate thought.
C. Religion
/ Alignment
- "Alignment"
as used in the AD&D rules does not apply. The way you
behave is your own business. If you expect to have any sort
of dealings with the Gods, keep in mind that They will remember
your transgressions.
- The actions
of a Cleric, Druid or Paladin will need to be more in accord with the
ideas and strictures of her/his God.
D. Weapons,
Armor & Equipment
- Any character
may use any weapon and any armor.
- Gunpowder
and other explosives are out.
- Feel free
to invent things that are not in the "standard" manuals. The
only requirement is that you need to be able to explain the manufacture
of the item to a medieval craftsman, so forget tungsten broadswords.
E. Skills
and Attributes
- We use
the standard 6 attributes, in the usual way. However, with continual
practice and training, a character may improve his skills, or by doing
the wrong things consistently, they may deteriorate. He may
become stronger, or more agile by physical training, a course at the
charm school could improve charisma, constitution may suffer by prolonged
periods of pub-crawling, etc. All these plusses or minuses
are temporary modifiers.
- Secondary
skills are encouraged. Do not feel constrained to the "standard"
list, if you can think of a useful skill, and a reasonable reason that
your character may have it, it will probably be allowed.
F. Identification
of Magic items
- A 2nd
level mage always has the skill to detect non-religious magic items
simply by concentrating on the item briefly.
- A 2nd
level Cleric or Druid always has the skill to detect religious magic
items simply by concentrating on the item briefly.
- There
are 3 ways to identify the nature of a magic item:
a) Take it to a high level mage/cleric, mage school/cathedral. If
the identification is successful, you will be charged about 40% of the
appraised value of the item. If you are unable to pay, the
item will be forfeit.
b) Cast the Identify spell yourself. This will almost never
work properly, unless you are much higher in skill than the item's magic
level.
c) [The favored approach.] Try to use the item in the way it was
itended to be used: swing the sword, put on the magic turban, take a
small sip of the potion. If you are using it properly, you'll
get a strong indication of what it's supposed to do. Be careful
with those potions, tho... you might want to have one of those "universal
antidote" elixirs nearby in case it's a virulent poison.
G. On
the killing of characters
- The Gods
do not automatically protect the foolish. Do enough really
dumb things and you'll get killed.
- This is
not Deathworld, with packs of Dire Wolves behind every turn.
- WARNING:
the DM has completely discarded the "standard" characteristics
of the monsters in the manuals. Unless you have met them
before, or had them described to you, you won't know what they can do
nor how tough they might be.
H. Paladins
- Paladins
are made, not born. If you wish to be one of the Paladins
of Illuvitar, first work up to a 5th level fighter, then take on Clerical
studies. When you have achieved 5th level as a Priest of
Illuvitar as well, you may be chosen.
- If you
are interested, contact the Arm of Illuvitar. They run a training program
/ guild hall for soldiers who pledge themselves to the War God.
- There
are very few Paladins of Illuvitar. Each has been personally
contacted by Illuvitar and selected by him.
H. The
Turns
- We will
aim for turns at least 2-3 times per week... depending on the real-world
committments of the players and DM. Normally, I would like
at least one response from every PC.
- You already
know to speak & act only for your own character, so I won't mention
it. *s*
- We will
all exchange email directly. All email addy's will be confidential
within the game. All mail should go to all the players, but private
chats between players or even PC's can take place... just CC: me so
I can keep track of what's going on.
- Write
in the third person, present tense, so I can cut & paste more quickly
to put the final turn text together. Use quotes for the things
you say, and italics for your thoughts.
- Leave
the turn number in the heading, and if there's lots of text, just insert
your actions in the appropriate place. Otherwise just send your actions.
- A "turn"
may be a single combat round, or a whole day, depending on what's going
on.
- The DM
will roll dice whenever necessary, to simplify and speed things up
I. Random
FAQ
- * Inventory
& money. I dont really keep track of exactly how many of what things
you have. That's up to each individual. I *do* keep track in broad terms...
especially of items... and if ever anybody gets something that has some
number of charges, I'll track that.
- I **WONT**
remind you about some magical thing that got found that you're forgetting
to use.
- * Combat
You wont get a "Orc hits Daggda for 7 hp" from me. Instead it will be
"Orc stabs Daggda, and the wound is pretty serious." or "minor wound"
or etc. If you get to "seriously wounded" then you can figure you're
down about 50% of normal. "Nearly dead" is pretty obvious in meaning.
"Unconscious and dying" means at or below 0, and you may still be losing
blood--usually at the rate of 1hp / round. -10 = hope for resurrection.
I expect every PC to be able to do basic first aid, so can stop further
damage for someone who is dying. They'll stay where they are until they
get a cure... after an hour or so, they'll head for death again.
- I do fumbles
and critical hits, which you'll be able to tell from what happens to
your attempt to attack. In the bugbear battle, there were several fumbles
[Tav got hip checked into the pit, Quill's arrow went nowhere], and
one critical hit [Myr's magic missile blew the head off a bugbear]
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