HouseRules

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4th Ed House Rules

Character Conversion

Summary: You must obey 4e generation rules. You may change your decisions until your character reaches 2nd level.

Characters converted from 1st Ed to 4th Ed must obey the 4th Ed character creation guidelines, either by using the fixed ability scores, or the point assignment method. Ability scores may not be rolled. Equipment and abilities must be chosen using standard 4e rules. You're essentially making new characters that can be "inspired" by your old characters.

You can create completely new characters if you like. If you're converting characters, you're welcome to make changes as you wish. Think your fighter is better as a Warlord? Do it.

Characters from 1st Ed may be "returned from the dead" for 4e, even if they died from something that would normally prevent resurrection. Such characters died, but the local clerics have found a way to get them back. The DM has a side-quest ready that uses this as a plot device.

Death in 4e is very temporary, so you can make one character and expect them to last the whole campaign. You can always make more than one character, of course.

Since we're all new to 4e, I'm happy to accept adjustments to characters until you reach 2nd level. Don't like your feats? Pick new ones. Race didn't work out the way you wanted? Change it. Those abilities sucked? Pick new ones. The only requirement here is that changes must be done with DM consent, and must be done outside of play time. I don't want you changing your characters "on the day", as it'll be time-consuming and boring for everyone else.

Eldarin teleport

Summary: Eldarin teleport is now a super-fast move, rather than a true teleport.

When an Eldarin teleports, they do not step fully into the feywild; instead, they slip "between time"; essentially the world stands still for a moment.

Between time, nothing moves, not even light. It's utterly black, but the Eldarin hold a picture in their mind of what they could see when they slipped between. This is why line-of-sight is needed when "teleporting".

Furthermore, when between time, obstacles are still there, but since time has stopped, the Eldarin cannot manipulate them. The objects act as if they are fixed, and frozen in place. This means an Eldarin cannot pass through a sheet of glass, scale a wall, or do anything else they could not do with a standard move action. An Eldarin who has been bound cannot free themselves from the shackles.

In some places, the boundry between the feywild and the material plane is thin; in this cases the Eldarin can potentially navigate their way "through" solid objects by passing further into the feywild. In other places, enchantments or natural effects may interfere with the Eldarin's abilities entirely. The DM will advise you if this is the case (although you may need to attempt a teleport first before discovering them).

Versatile Weapons and Feats

For the purposes of feats, a versatile weapon is considered to be a 2-handed weapon, provided it's actually being wielded with both hands. You cannot use a versatile weapon as a 2-handed weapon while wearing a shield.

1st Ed House Rules

Note, some of these rules may be applied to 4th Ed as well. They're still to be reviewed.

  • Character sheets and journals should be considered public. Yes, other characters know your alignment, hitpoints, spells memorized, class and race. They just do. It's 1st Ed.
  • Players may issue warnings to disruptive players as well as the GM. These will be considered warnings for purposes of player removal. Enjoy the game, but make sure that others enjoy it as well.
  • You can't add more damage to a weapon than it's maximum base damage. So if your strength is 18/60 (+3 damage) and you've double specialised in a dagger (+3 damage), then you only hit for 1-4 + 4, since the maximum damage of a dagger is 4.
  • You can only ever specialise in a single weapon.
  • You may NOT specialize in Ranged Weapons (Bows, darts, slings, etc.)
  • You may NOT double-specialize in Two Handed Weapons (Two Handed Sword, Polearms, etc). However, you can have a single specialisation in these weapons.
  • Rangers and multi-class fighters can specialise. Paladins cannot.
  • Each distinct polearm requires a different proficiency - a generic proficiency in "polearm" just doesn't cut it!
  • Players can attack from second rank (or attack second rank from front rank) provided they have a long reach with their weapon. Intelligent monsters with long reach weapons may do likewise.
  • You may NOT be a Rules Lawyer :)
  • Also see details on EvilArtifacts and gaining XP/Gold for their recovery.
  • See the information on SpellBooks and their care and maintenance (including scribing new spells).
  • See information on GainingLevels on how to gain a level, and the costs involved.
  • See information on luck rolls for more information on these special rewards.
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