søndag den 15. juli 2012

House Rules and Optional Rules for 2e


Attacks of Opportunity
  • You can make one AO per creature, max 1+1/5 lvls (warriors 3+1/5) per round.
Training
  • When you level up, you automatically gain whatever you already have. If you wish to gain new abilities, such as new proficiencies, new spells, etc, you need to seek out an appropriate trainer - and pay the cost. 
Movement
  • Diagonal movement costs 50%
  • You can withdraw (and avoid AO's) from combat by doing nothing but moving during your turn and moving 1/3 of your movement.
Facing
  • There is facing. The facing of a creature can only be determined during it's turn
Initiative
  • We use the optional rule of individual initiative, including weapon speeds etc.
Hit Points
  • Whenever a character gains a level (up to level 9 or 10), he rolls as usual or gets half rounded down, whichever is greater. He then adds his CON modifier. Fx: A fighter rolls a 2, but since half rounded down is 5, he gets 5 hit points + CON modifier.
Healing
  • Magical Healing starts at 0 hit points
  • Natural Healing starts at current hit points (can be negative).
  • Natural healing is 1 die per odd level of class. 
    • A 1st level fighter heals 1d10  hit points per night's
    • A 5th level rogue heals 5d6 hit points. 
  • A successful herbalism check adds another 2 Hit Dice worth of healing.
  • If you are reduced to 0 hit points, you are unconscious
  • If you are reduced to negative hit points, you lose 1 hit point per round on your turn. If you reach -10 hit points, you are dead.
Proficiencies

  • If you want to take proficencies normally not available to your class, the NWP costs an additional slot.
  • You can use most NWP's even if you do not have it. But your stat is halved.
  • You get a number of bonus non-weapon proficiencies based on your intelligence (equal to number of languages). If you are a warrior (fighter, paladin, ranger), you may use those bonus proficiencies to acquire additional weapon proficiencies.
  • It is possible for fighters to gain weapon mastery (+3/+3) with a weapon. Doing so costs 3 weapon Proficiencies and can not be acquired at level 1
  • There are five weapon styles that can also be acquired by spending weapon proficencies.
    • Weapon and Shield Style: Gain ability to make shield-rush, shield-punch, block and trap without losing the bonus to the shield.
    • One-handed weapon style: +1 AC bonus when fighting with a one-handed weapon and no shield or offhand-weapon. Investing 2 WP's causes the bonus to rise to +2.
    • Two-handed weapon style: increase speed of weapon by 3. If using a one-handed weapon in two hands, you still get the increased speed of weapon, but also a +1 damage bonus.
    • Two-weapon style: Penalties go from -2/-4 to 0/-2. If an additional slot is used, you gain the ability to use two weapons of equal size. 
    • Missile or thrown Weapon Style:  Ability to move up to 1/2 movement and still have full rate of fire or make full movement and half rate of fire. They also gain a bonus of -1 AC against missile fire when attacking with a ranged weapon.

Racials
  • There are no racial minimums. 
  • There are no racial level limits
  • There are no racial limitations on class
  • To balance humans with the other races, they get a +10% xp bonus, +1 hp/level
Attacks
  • Critical hits = Max damage + normal damage, so if a character normal deals 1d8+6 damage, he deals 14+1d8 damage on a critical hit.
  • Firing into melee: Unless the target has cover, there are no penalties. If cover, then -2 to hit.
  • Called shots
Classes
  • Anyone can multi-class
  • There is no dualclassing
  • Both specialty priests and clerics use spontaneous casting 
  • It is possible to cast a known spell as ritual. The cost is 1 ritual stone per spell-level
  • Thieves get backstab bonus when attacking from the rear. 

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