Player's Guide Ch 2 - House Rules
- Campaign Trait is a freebie in addition to the two allotted traits. Do not select a Campaign trait until after Prologue.
- Racial Archetypes, especially those listed in the Advanced Race Guide can be selected for your chosen PC race, as long as it makes sense. Seek GM approval.
- Depending on the combination of classes and character concepts, the GM may allow swapping of certain class features from other classes for the sake of party/adventure balance. Ex: Trapfinding, associated with Rogue/Ninja, could be learned by a party’s witch if indeed her concept/backstory makes sense. As a result, a witch class feature would need to be traded in.
- Critical threats ARE critical hits, meaning ONE d20 roll, not two. This saves more time in encounters, but adds more danger for both sides of the screen. You’re welcome.
- This is a placeholder for special critical hits; there might be special cases where a d% is involved in resolving a crit. This is still being investigated.
- Encumbrance: Unless you’re planning to carry around a piano, you don’t need to worry about this for this game. It’s just more math that no one really wants to deal with. Armor types still affect you as normal.
Additional house rules will inevitably be added as the campaign begins running. The hope is that collectively as a group we can come up with rules that do not hamper enjoyment of the game, but improve it for our needs. Any rules that you see you’d like to eschew or bend for the betterment of this campaign are welcome for open discussion.
Now, in our introductory story, there was some talk of some crusade or some such. Let’s see what that’s all about…
Return to Player’s Guide.
