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Forgotten Realms Campaign - House Rules
The campaign broadly uses D&D 3.5 Edition rules. For reasons of consistency,
historical preference and (on occasion) bloody-mindedness there are a few
exceptions:
- The system of spell slots and preparing spells has been replaced by a
limited mana system similar to that used in our Mystara campaign. For each
spell slot of level n a spellcaster would have per the official rules,
they instead have n mana. Spells of level n cost n mana
to cast. Repeated castings of the same spell multiply the mana cost. If you
wouldn't be able to cast a spell per the official rules - and that includes
when you need a high level spell slot to cast a spell you know that's been
magnified by metamagic - you can't cast it under this system, either.
- As a result of the above, the sorcerer class has been removed, as have a
handful of feats relating to the preparation of spells.
- Material components with negligible cost have been removed. Consequently
the Eschew Materials feat is no longer necessary and is not available.
- The Great Wheel (Planescape) cosmology and the crystal spheres
(Spelljammer) model of the Prime Material Plane apply.
- Summoned animals - as opposed to summoned outsiders - are all deemed to
have been summoned from the Outlands and to be naturally True Neutral, but to
take on the summoner's alignment and a suitable alignment template for the
duration of the summoning spell. Thus, for instance, a Lawful Good summoner
may choose to use summon monster I to summon any of the animals
available to that spell, regardless of the official listed alignments, with
that animal becoming either Celestial or Axiomatic for the duration of the
spell. (True Neutral summoners may choose any one - or none - of the four
possible templates to apply.)
- Likewise, familiars are neutral spirits called from the Astral Plane and
given form and alignment by the calling process. Their game stats do not
differ from those given officially. Calling a familiar is not considered to be
Conjuration.
- Arcane spell failure chances for all armour are reduced by 10%, and all
classes gain Armour Proficiency (light) if they did not already have it.
- The 3.0 rules on weapon sizes have been retained.
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