House Rules

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connivingsumo
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House Rules

Post by connivingsumo »

We're using LL/AEC. Available here: https://goblinoidgames.com/index.php/downloads/

For the sake of PbP and keeping the game running smoothly, I'm going to avoid some AEC rules as they relate to bean counting and the like, but otherwise I think the game play should progress just like what you're accustomed to.

If there are any 'high level' additions or revisions to our rules they'll go on this page.
Last edited by connivingsumo on Sat Jun 26, 2021 11:32 pm, edited 2 times in total.

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connivingsumo
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Re: House Rules

Post by connivingsumo »

Free Gear, Wealth, and HPs & Healing

All characters start with: Backpack, Tinderbox (flint & steel), *8 Torches, Bedroll, Mess Kit, and one dagger.
*if playing a Darkvision character you may take the coin value (3sp) of the Torches instead.
*if playing a Cleric character you may take the coin value (3gp) of the Dagger instead.


Starting gold: 3d6 x 10
First Level start at MAX HPs + Constitution bonus if applicable.

"Binding wounds" may be done out of combat; however, you must use bandages acquired from a herbalist/healer, and you regain 1d3+1 HPs.
Herbalist/Healer Bandages typically cost 1sp per Bandage. *Bandages are obviously one use! Ewwww! :lol:

If there are any additions or revisions to Gear, Wealth, or HPs & Healing they'll go on this page.

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connivingsumo
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Joined: Sun Jul 29, 2018 10:55 pm

Re: House Rules

Post by connivingsumo »

Clerics **the "cast on the fly" mechanic will be revisited in later levels.
All Clerics know Cure Light Wounds starting at first level.
First Level Clerics may also choose one spell, according to the table. Future spell progression follows the Cleric's table.
Clerics will "cast on the fly" of their known spells. For example, at level 1 you start with CLW and also choose a spell, say Prot.from Evil. As a level 1 Cleric you may cast 1 spell per day. When the time comes you may choose either CLW or Prot.from Evil.

Fighters
Weapon Mastery - Fighters can select a weapon for their Weapon Mastery. This provides a +1 to hit and damage with the mastered weapon.
Cleave - If a fighter drops a foe of to Zero health the fighter may make another attack if an available target is within range. Total number of 'Cleave' attacks not to exceed the fighter's level.

Thieves
Thieves start with a set of Thief's Tools.
When wielding a light weapon a Thief may choose to use their Dexterity modifier for the To Hit & Dmg bonuses. Light weapons include: Short Swords, Daggers, and....

Magic Users **the "cast on the fly" mechanic will be revisited in later levels.
Magic Users may use Light Crossbows.
Magic Users may cast one of the following Cantrips (0 level spells) as their turn while also forfeiting movement.
+ Prestidigitation
+ Dancing Lights or Light (not both, choose one)
+ Ghost Sound
+ Mage Hand
Magic Users may "cast on the fly." ~see Cleric



If there are any additions or revisions to Classes they'll go on this page.
Last edited by connivingsumo on Sat Jun 26, 2021 11:34 pm, edited 2 times in total.

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connivingsumo
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Re: House Rules

Post by connivingsumo »

Critical Hits & Fumbles!

Crits are really simple, max weapon dmg + a weapon dmg die roll. Ex. a d8 weapon crits so the dmg is 8+d8 +modifiers.

Fumbles, also simple. Ex. miss or drop the weapon/item wielded. Perhaps a % chance (like =/<5%?) the weapon/item is broken or damaged.

Finally, a 20 always hits, and 1 always misses.

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