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Post Info TOPIC: House Rules


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House Rules
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This is a thread combining all of the House Rules for organization.

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Race Class Combinations
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Our house rules will allow combinations closer to what will be available in Cataclysm.

PLAYABLE COMBINATIONS (for prestige classes, ask the GM):

Arcanist Mage - all but Tauren

Arcanist Necromancer - Orc, Forsaken, High Elf, Goblin, Human, Gnome

Arcanist Warlock - Orc, Forsaken, High Elf, Goblin, Human, Gnome

Barbarian - all

Healer Druid - Tauren, Troll, Night Elf

Healer Priest - all but Orc

Healer Shaman - Orc, Tauren, Troll, Goblin, Dwarf

Hunter - all but Gnome

Paladin - Tauren, High Elf, Human, Dwarf

Rogue - all but Tauren

Scout - all

Tinker - Goblin, Human, Dwarf, Gnome

Warrior - all

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Forsaken Race
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• +2 Strength, –2 Agility. Undeath grants physical power but dulls reflexes.

• Medium: As Medium creatures, Forsaken have no special bonuses or penalties due to their size.

• Forsaken base land speed is 30 feet.

• 1 extra feat at 1st level. Although the Forsaken basically starts from scratch when she is reanimated, some things are just too much a part of her to be lost.

• +1 racial bonus to AC

• +1 racial modifier to Fortitude

• +2 racial modifier to Will

• Darkvision: Forsaken can see in the dark up to 60 feet. Darkvision is black and  white only, but it is otherwise like normal sight. Forsaken can function just fine with no light at all.

• Undead: Forsaken are undead rather than humanoids, and do not need to eat, drink or breathe.

• Automatic Language: Common.

• Bonus Languages: Goblin, Low Common, Orc and Thalassian. Forsaken learn the languages of their enemies and their allies (who may soon become their enemies).

• Favored Class: Warrior. A multiclass Forsaken’s warrior class does not count when determining whether she suffers an experience point penalty for multiclassing (see Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters).

IMPORTANT: IGNORE Forsaken Racial Levels! They do not exist for our house rules.

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Ability Scores
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If you don't want to roll for your ability scores, I will allow my take on the D&D rules:

Option 1: Assign the following numbers to your ability scores (apply racial modifiers AFTER you've assigned them):

16 14 13 12 11 10


Option 2: Customize the scores. Start with these six scores:
10, 10, 10, 10, 10, 10. You have 20 points to spend on changing them. The cost of raising or lowering a score from one number to another is shown on the table  below.

Target Score, Point Cost
8, add 2 to your point total
9, add 1 to your point total
10, no cost
11, 1
12, 2
13, 3
14, 5
15, 7
16, 9
17, 12
18, 16

Example: If you wanted one of your scores to be 18, it would cost 16 points, leaving you with 4. If you then lowered one of your scores to 8, that would give you an additional 2 points, bringing your total to 6. You could then raise a couple scores to 13, or have 3 12's, etc.


Common arrays that can be used
:

14 13 13 13 13 13
14 14 13 13 13 11
14 14 14 12 12 11
14 14 14 14 12 8
15 14 13 12 12 11
15 15 13 12 11 10
16 15 12 11 11 10
16 14 14 12 11 8
16 14 13 12 11 10
16 16 12 10 10 10
16 16 12 11 11 8
17 15 12 11 10 8
17 14 12 11 10 10
18 13 13 10 10 8
18 14 11 10 10 8
18 12 12 10 10 10

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Hit Points
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At Level 1, determine your Hit Points as:
Stamina Score + Class Hit Die (rolled) + Stamina Modifier

[Normally, Level 1 Hit Points would be Class Hit Die (max score) + Stamina Modifer]


Each additional level, your maximum Hit Point total increases by this amount:
Class Hit Die (rolled) + STA bonus


Multi-Classing
If you are multi-classing, you go with the hit die determined by the class that is being increased that level. Example: A character that has just reached his 7th level of experience, and has 3 levels of Barbarian and 3 levels of Rogue, decides he is going to add another Barbarian level - he rolls 1d12 and adds his Stamina bonus. If he wanted to add a Rogue level, he would roll 1d6 instead of the 1d12, but would still add his Stamina bonus.


GM Note
For anyone used to Palladium and various other games, this means your hit point total is going to feel quite low in WoW RPG.

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Magic
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These are proposed rules, up for testing.

1 - Alignments don't mean crap. Alignments are optional, so you can cast whatever spell, so long as you obey class and character level rules.

2a - You don't have to prep your spells, however, you DO have to pick spells to know permanently, following the chart at the end of this post (see chart). Choose wisely, but if you don't like your choices, you wil have times when you can re-choose all of your spells.

2b - When your Ability Score (INT for Arcanists and SPT for Healers and Paladins) is raised to a level that grants a new modifier, you can learn a new spell from any of the lists that are currently available to you. For example, a level 8 Healer raises his Spirit Score from 15 to 16, which bumps his Spirit modifier up from 2 to 3. He gets to pick one new spell to learn from level 0-4 spell lists. If he chooses to unlearn all his spells and pick brand new ones, his new modifier will naturally affect how many spells he gets to pick as well.

3 - "Spell slots per day" is now "spell slots between Caster Prep Periods." A Caster Prep Period is defined as at least an hour without combat, spell usage, or skill usage to regain spell slots (or a half hour uninteruppted nap). This will limit the between-battle healing, buffing, etc, and will force groups to keep up a pace if they are on a quest with a time limit, without gimping a caster into using a dagger or mace for 90% of a module.

4 - Spells that require a mat or focus still require those.

5 - Undead creatures react to most spells like the living. Cure spells heal rather than hurt them and Inflict spells hurt rather than heal them. Etc.


Number of Spells Known

For Arcanists and Healers (use Caster Level, not Character Level):
Caster Lvl -- # of Spells to Choose
(Arcanists use INT mod, Healers use SPT mod)
1 -- Pick 2 + (INT or SPT mod) spells from the Level 0 and Level 1 spell lists
2 -- 1 spell from level 0 or 1
3 -- 1 spell from level 2
4 -- 1 spell from level 0 - 2
- OR - Unlearn all spells and pick 5 + (INT or SPT mod) from 0 - 2
5 --  1 spell from level 3
6 -- 1 spell from level 0 - 3
7 -- 1 spell from level 4
8 -- 1 spell from level 0 - 4
- OR - Unlearn all spells and pick 9 + (INT or SPT mod) from 0 - 4
9 -- 1 spell from level 5
10 -- 1 spell from level 0 - 5
11 -- 1 spell from level 6
12 -- 1 spell from level 0 - 6
- OR - Unlearn all spells and pick 13 + (INT or SPT mod) from 0 - 6
13 -- 1 spell from level 7
14 -- 1 spell from level 0 - 7
15 -- 1 spell from level 8
16 -- 1 spell from level 0 - 8
- OR - Unlearn all spells and pick 17 + (INT or SPT mod) from 0 - 8
17 -- 1 spell from level 9
18 -- 1 spell from level 0 - 9
19 -- 1 spell from level 0 - 9
20 -- 1 spell from level 0 - 9
- OR - Unlearn all spells and pick 21 + (INT or SPT mod) from 0 - 9


For Paladins (use Paladin Level, not Character Level):
Paladin Lvl -- # of Spells to Choose
1 -- none
2 -- none
3 -- none
4 -- Pick 1 + (SPT mod) spells from the Level 1 spell list *
5 -- none *
6 -- none
7 -- 1 spell from level 1
8 -- 1 spell from level 1 or 2 *
9 -- none *
10 -- 1 spell from level 1 or 2
- OR - Unlearn all spells and pick 4 + (SPT mod) from 1 or 2
11 -- 1 spell from level 1 - 3 *
12 -- 1 spell from level 1 - 3
13 -- none
14 -- 1 spell from level 1 - 4 *
15 -- 1 spell from level 1 - 4
- OR - Unlearn all spells and pick 8 + (SPT mod) from 1 - 4
16 -- none
17 -- 1 spell from level 1 - 4
18 -- none
19 -- 1 spell from level 1 - 4
20 -- 1 spell from level 1 - 4
- OR - Unlearn all spells and pick 11 + (SPT mod) from 1 - 4

* Without a high Spirit Score, a Paladin might not have the spell slots necessary to use all of the spells that she knows. See the chart on book pg 30 for bonus spell slots. For example, a level 4 Paladin with a Spirit Score of 10 has no spell slots from her class and no bonus spell slots awarded from Spirit. Therefore, she could pick spells to learn at level 4, but not cast them. However, if she had a Spirit Score of 12, she would have a lvl 1 spell slot and would be able to cast her spells.

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Equipment: Adventurer's Kit
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Adventurer's Kit - 10gp

Includes:
Backpack
Flint and Steel
Rations x10
Waterskin
Rope, Hemp (50 ft)
Sunrod x2
Tent
Bedroll

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Lore and Faction
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Any race can be any faction, so long as your story backs it up.

We won't be using the current timeline in the book. We will follow the MMO's timeline. Whatever is happening in the MMO is happening in our table-top world.

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