House Rules

Rule 1:

This is the fantasy world that has been established.  I am the Dungeon Master in this place and time.

All further House Rules will be set by agreement with the initial group of Players.  After that, it is what it is.

If need for new rules arise,  I will take input from all participating Players and a rule will be based on the collected input.  After that, it is what it is.

The DM will have the last word on all game action based on game rules in the core books and the House Rules.

The Dungeon Masters Guide, The Players Handbook and the Monster Manual  are recognized as "Canon" and are subject to DM interpretation.  Any other published books are optional and require review and approval before use.

OSRIC manuals are considered secondary Canon, always defaulting to the AD&D core books when there is a question or differing.

Rule 2:

This is a game and it's meant to be fun.  Fun includes laughing, silliness, seriousness, challenges, victories and defeats.

If you want to live a secret life where this is as serious as reality, this isn't the table you want to be at.

This also means do not argue in the game with the DM.  Rules lawyers will not be tolerated.  A respectfully asked question about effects of a rule or action results may be briefly discussed, but interpretation and application of the rules falls to the DM. 

There is time before or after game-time to pursue game rules, adjudications and interpretations, never during.

Rule 3:

I reserve the right to not live and die by the dice.  Having the dice determine odds and chances are one thing, but I will use my own judgement and "on-the-spot" decisions at other times.

The dice do not run my games,  I do. So if you are one who cries about "fudging" or not accepting every result a dice indicates, you should know that I have no problem "fudging" if I think a better result is available.

Rule 4:

If and when a module/game that is written/published by someone else is used, it is more of a foundation and guideline rather than a strict set of rules.  I will ad-lib/invent/add to/modify when-ever, how-ever and where-ever I feel it can make the game more fun/interesting/challenging.

The most important thing is the overall game.  More important than any Player, PC, rule, vanity, etc...

I do not run games to play opposed to PC's.   I set a stage and work to see that the game stays on course and is run as it should be.  My entire objective is the game.

Rule 5:


Magic users of all classes are allowed to use cantrips/0 level spells In my world, it is expected for Master Magic Users to demand that apprentices learn, remember and perform as necessary those spells to complete tasks and chores of a menial nature. It is therefore expected that those apprentices will have those cantrips and spells so ingrained in them as to be rendered usable by them at will.

Stepping away from the spell point experiment for a while, we go back to the limited # of spells per level system.

However, still not finding the BtB method satisfactory, I am giving Clerics and Magic-Users (including Illusionists) the ability to "free cast" meaning they do not "have to" memorize spells in order to use them. They can read spells right from their spell-book as they need/want them.

In the case of Clerics, they can cast the spells they have knowledge of that have been granted to them per their level. So if a 4th level Cleric is allowed 3 first level spells and 2 second level spells, they are able to use any three first level spells and any two second level spells as they need them rather than having to ask for them as soon as they wake in the morning.

Whereas Magic Users will be able to cast at the same fourth level, three first level spells and two second level spells as they need or want them. They will have to roll percentile dice against their "Know Spell" percentage score in their INT ability area. If they do choose to memorize spells, those spells will not have to roll against the "Know Spell" percentage. Also, all spells read from a spell book instead of from memorization will have a 1 round penalty for the time and distraction of looking the spell up to use it.

The same rules apply in terms of material components being necessary to cast spells requiring them.

  1. Spell books are not magical in and of themselves.  They are merely parchment and ink.  Unless a magic spell such as "Write" is used to inscribe a spell or spells, wards, glyphs of protection, etc...are placed upon it, it will not emanate magic.



Notes relating to these modifications.
 
In regards to Clerics - I want Players to not treat Clerics as if they are simply walking band-aids. There are certain spells that Clerics can have available that may never get selected on a day to day basis due to the pressure of having healing spells being taken first. Also, Clerics are not just churchy meek priests. These are the war dogs of the gods. When a deity wants wrongs righted and the path to them made clear, they send a Cleric to do the heavy lifting. 

For Magic Users - Similar to clerics, I want magic users to feel as if they have more to them than just what they think they might need for the day. Where is the fun and interest in not being able to use the right tool at the right time? At the same time, we really don't want magic users to be "too" powerful because that can spoil a game really quick. 

For all - Enforcing spell limits per day keeps the magic enabled classes from overwhelming the game. It also encourages these classes to search for as much magical treasure as they can get their hands on. Wands, staves, potions and scrolls are the extra "oomph" that keeps them being magical when their spell slots are spent. 

Rule 6: Character Creation.  

I will not accept characters created in another DM's game unless it is a basic character with no customizations outside the Core Books.

Characters are created by rolling 4d6 and remove the lowest dice.  The numbers can be arranged as the player likes to accommodate a particular Class desired by the Player.

A back story must accompany all created characters.  The more info you provide, the better you will be able to roleplay.

I recognize 4 types of characters:

* Active PC (APC) - the character being actively role played by a Player.

* Secondary PC (SPC) - A character that is in the game and is a full partner and status as Active PC's but is not actively role played by a Player.  The DM will have an active hand in determining SPC responses and role-playing.  An SPC that a Player brings into the game can become an Active PC if their original APC is killed.

* Henchman - A Henchman is an NPC that is subordinate to the APC and does not get a full share of treasure or have full team member status.  It is there because it is beholden to the APC.  The DM will have an active hand in determining Henchman responses and role-playing.  A Henchman that a Player brings into the game can become an Active PC if their original APC is killed.

* Non-Player Character (NPC) Hireling/Other -  Any other NPC character in the game is roleplayed by the DM and has no status in the group as a "member" per say.  They are paid employees or otherwise compensated/dealt with.  NPC's cannot become an APC by Players if their APC is killed.

Any character to be brought into a game as an NPC or Secondary PC will be subject to DM role playing and reaction determination.  If a Henchman or an SPC does not have a backstory,  I have no problem providing personality traits, etc... that will make the game more interesting.  It is in the Player's best interests to create a good backstory.

In addition to the Classes described in the Core books, The Geomancer class will be allowed.  The Bard class will not be allowed from the Core Books.