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Character Generation and House Rules (Friday game)
The Friday game is one of two campaigns set in Andurin and uses the 3.5 D&D ruleset.

The following house rules are used in this campaign:

1. Character Generation. Roll 4d6, drop the lowest score. Re-roll five additional times. Add in 7 bonus points, distributed any way you wish. Don't forget to add +1 for 4th level and +1 for 8th level. Arrange scores as desired. Adjust for racial bonuses and penalties if necessary. No score should be over 20, if possible.

I *must* see the initial ability score rolls.


2. Social Level. Your social level is a numerical rank that indicates how infamous or famous you are. Social level is NOT correspondent to character level, but rather by both your character's actions and the actions of the party. Social level is used as a measure of how certain segments of society will treat you. Heroic actions tend to raise social level, whilst the reverse tend to lower it.

Mechanically, your social level has no statistical effect on your character. However, certain situations may arise in game as a result of a character having a high enough (or conversely, low enough) social level that would not occur otherwise. In addition, a handful of feats and prestige classes may require a certain minimum social level.

All Ulu'taari and Hyboreans have a social level of one less than normal when among cultures outside of their norm. Slaves have a social level of 0. No PC can ever have a social level of higher than 13. Major NPC nobles have a social level of 14; monarchs have a rank of 15.


3. XP. Players are expected to keep an accurate record of their XP. If you are within 100 xp of the next level, those points are waived and the level is automatically granted to your character.


4. Attendance. It goes without saying that a game is only as good as the effort put in by the DM and his or her players. In other words, although it would be nice if everyone could make it every session, I understand and recognize that reality and last minute crunches often intrude, and people will be out from time to time. However, it would be greatly appreciated if you could please let us know in advance if you can't make a session, and preferably in advance. It's basic common courtesy and something I would extend to any player. If you find that you can't make the sessions on a regular basis, you will be removed from the campaign.




5. Names and naming conventions. Your character names must be consistent with the culture he or she hails from. That means, if you're playing an elf, your character's name should be elvish or elven-sounding. If you're playing a human, your character's name should be medieval-based or approximating something close to the society or culture where your character comes from. Nothing destroys atmosphere quite as much as a character who's name is out of place within the world.



6. Class-specific house rules. Clerics receive three skill points instead of two. Clerics and druids receive two domains initially out of a possible five, and a third upon reaching 9th level.

Paladins can be of any alignment as long as that alignment is one step away from their deity or Aspect (in terms of moral alignment). See the Religion file for details on whether a deity or Aspect has paladin access. (Not all deities or Aspects have paladins/holy warriors. This campaign attempts to expand upon the meaning of a "paladin" from a LG warrior principally dedicated to deity, usually LG, to that of a holy or unholy warrior principally dedicated to a deity. For example, CE deities can have paladins, except that they're not thought of as "paladins" in the usual sense. A LN deity or Aspect would have either LG, LN or LE paladins whereas a LG deity would have only LG and LN paladins. What is important is that the paladin's moral alignment does not vary significantly from his god or goddess, therefore the "one-step" rule. Amongst other things, concepts such as faith and belief are often matters of perception.)

Arcane casters must indicate upon character creation if their character took the Test (or plans to take it in the future). See me for details regarding the Test.


7. Miscellaneous. No monster-based PCs (includes half-orcs but NOT Khajiit or Argonian), and no evil PCs. The rules given in the race files supersede those in the Player's Handbook.

Psionic characters are allowed as long as the player has been with the campaign for at least four months. This is not negotiable. I have recently made a change allowing psionics into the campaign world as an option for PCs. This is a huge leap of faith for me, and the last thing I want is for someone to come in and create a PC that will run amok in the game world. For the time being until I become more comfortable with the concept, consider this as an experiment for now. Certain additional restrictions apply; see me for details.


8. Character history. I do not require your background until about the fourth or fifth session after you join the game. This will be approximately one month to five weeks after your join date. You can provide a sample backstory if you wish, but I ask players to take the time to develop an engaging background that I can then use as plot source material. Subplots make frequent use of characters' backgrounds, so the material should be qualitative instead of quantitative.
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Rules
Character Generation and House Rules
Classes of Andurin
Cosmology of Andurin
Empires of the North
Geography of Andurin
History of Western Andurin
Lands of the Fhaard
Lands of the Sea Realms
Lands of the White Alliance
Magic of Andurin
Philosophical Themes
Races of Andurin
Songs of Andurin
The Southern Kingdoms