House Rules
- Saving Throws Save each round to recover from an ongoing effect (ex Sleep, Entangle, Hold Person, Acid)
- Flanking bonuses work for all combatant, not just opposites.
- Dropping a weapon is a free action. Drawing a weapon is a minor action.
- Bull Rush May be initiated without attack of opportunity. Is a move actions. Str vs. Str opposed roll.
- Charge Charging gives +1 to hit, no AC penalty or damage bonus. It is ok to charge around or through obstacles.
- Automatic Critical Hit on Natural 20, no “threat ranges”
- Critical Hits do MAXIMUM damage, not double.
- Fumble on Natural 1
- Expansion rulebooks are accepted
Death and Dying 1) At 0 hp or less, you fall unconscious and are dying. Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).
2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
3) If you’re dying at the end of your turn, roll 1d20.
- 1-9: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
- 10-19: No change.
- 20: You get better! You wake up with 1d4 hit points.
4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied. In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)
5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.
- More to come.
