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====== House Rules ====== These house rules are being used to modify the D&D 3.5 system. ==== Gestalt Classes ==== The Glories, and other adventurers and legendary heroes (and villains), are gestalt-class characters. This means that their level is in two classes simultaneously, with the combined class being given the best results from both classes. For more information, see [[http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm|Gestalt Characters on d20srd]] for more information. ==== Defense Bonus ==== As adventurers improve, they become more adept at avoiding attacks, even without armor. This allows characters to survive without relying on heavy armor and fits the high adventure tone of the campaign. Note that Defense Bonus does not stack with armor bonus (they gain defense bonus or armor bonus including enhancements, but not both), and that Defense Bonus -does- provide improve armor class against touch attacks. For more information, see [[http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm|Defense Bonus on d20srd]] for more information. ^ Level ^ Monk/Sorcerer/Wizard ^ Bard/Ranger/Rogue ^ Barbarian/Druid ^ Cleric/Fighter/Paladin ^ | 1st | +2 | +3 | +4 | +6 | | 2nd | +2 | +3 | +4 | +6 | | 3rd | +3 | +4 | +5 | +7 | ==== Armor as Damage Conversion ==== So why wear armor? Simple: armor lets you reduce damage from attacks. A heavy suit of platemail might encumber you, but it also makes it harder for the dragon to kill you with a bite. The first X points of damage from an attack (excepting attacks that ignore armor) are converted to nonlethal, where X equals the armor bonus of the armor in question. See [[http://www.d20srd.org/srd/variant/adventuring/damageConversion.htm|Armor as Damage Conversion on d20srd]] for more information. These two rules combine - so a character with a high defense bonus may still wear leather armor to get the damage conversion even though the armor bonus doesn't matter. ==== Reserve Points ==== Heroes (and those destined to become heroes) have a reserve quantity of hit points equal to their base level. These reserve hit points automatically convert to regular hit points at the rate of 1 per minute of nonstrenuous activity, effectively providing a personal pool of healing. Whenever a normal hit point is recovered via reserve points, a point of nonlethal damage is also recovered, dramatically extending the survival rates of heavily armored types. Any healing (normal or magical) a hero receives replenishes normal HP first, then the reserve pool. This doesn't extend a hero's ability to withstand a single encounter, but does give them the ability to get up after a single savage beating, or survive longer than they otherwise might. See [[http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm|Reserve Points on d20srd]] for more information. ==== Luck Statistic ==== In addition to the primary six statistics, people have a seventh statistic, Luck. Luck modifiers are used in any circumstance when being 'lucky' is more important than being good at something. In situations where there is a flat chance of something being true, the DM assigns a DC based on the chance of it being true, and your Luck modifier is added to the roll. (For example, if a trap hits half of the tiles in a room and it's unclear whether you were standing on one of the bad tiles, that'd be a DC of 10 (50% chance), rolled with your Luck modifier. In addition, if your Luck modifier is higher than your normal statistic modifier, you can invoke your Luck to replace the normal modifier with the current Luck modifier; this lowers your Luck by 1 point for one week (or one adventure). You can also Press Your Luck to make a good situation better or salvage a bad situation at the last moment. The DM assigns a DC based on the situation, and you roll against this DC with your Luck modifier; succeed and luck smiles upon you, fail and luck leaves you when you need it most. Regardless of other consequences, this lowers your Luck by 1 point for one week (or one adventure). ^ Luck Factor ^ DC ^ | Almost Certain | 1 | | Favorable | 5 | | Anyone's Guess | 10 | | Unlikely | 15 | | Almost Impossible | 20 | | No. Just No. | 25 |

houserules.1455578206.txt.gz · Last modified: 2016/12/12 01:13 (external edit)