House Rules

  1. Rolling a character:
    Another player or the DM must witness these rolls for them to count.
    When you roll a new character’s attribute scores (Strength, Dexterity, ect.) you roll 4 D6s and remove either the highest or lowest (player’s choice). You will do this six times and assign the results to whichever attribute you see fit. Before you roll your six scores you will declare that you’re using one of the following systems:
    I. Safe
    Roll all six of your scores, then if you have any scores below 10 you may re-roll them once, discarding the old for the new regardless of whether it is lower or not. Any scores that were originally lower than 8 you may re-roll twice and choose which of the three rolls you wish to use.
    II. Gambler
    Roll seven scores instead of six and assign them as you see fit. There will be one left over which will be disregarded. You will not be allowed to re-roll any of these scores.
  1. Crafting rules:
    I. Alchemy: Alchemy is any kind of crafting that involves using any process to produce a substance that is chemically different in it’s entirety to the original substance. Examples are: Brewing alcohol, refining oil, creating alchemist’s fire, ect.
  1. Chaotic Neutral:
    Anyone can play chaotic neutral, but it’s not what you normally think of as chaotic neutral. In my games Chaotic Neutral characters are bat shit insane characters who’s actions have no rhyme or reason.
  1. Alignment:
    I’m not going to be an alignment nazi, but I am going to be holding you to your alignment. Like if you’re true good (neutral good) and you’ve been killing a lot of people I’m going to suggest you shift your alignment to true neutral. If you then say “well those were all bad people and I was doing it to stop their evil reign.” I’ll suggest you shift to chaotic good. If you claim that you’re doing it because your code tells you to, I’m going to suggest you shift to lawful good. If you continue to act like a certain alignment I will tell you to shift.
    This being said, If you have a legitimate reason to act against alignment like, you’re lawful good but somebody murdered your wife and your character goes all blood and vengeance that’s perfectly fine.
  1. Hit Point rules:
    Determining your hit points is still the same as in 3.5. You get your full hit die plus CON mod. for the first level and roll your HD + CON for every level after that. Also the same is the rulles about negetive HP (At zero you pass out and bleed and at -10 you die). I’m not entirely sure how the mechanics for bleeding out go though so what I’m going to say to stabilize yourself you need to roll the absolute value of the HP you have plus 1 (I.E. If you’re at -8 you’d need to roll a 7) on a D10, or the percent equivalence on a D100, or greater.
    The big change with HP is with recovery. In games like Casey’s whenever you rest successfully you get all your HP back and when you get woken up in the night you don’t, plain and simple. Well in our game that will not be the case.
    -When you get a good night’s sleep you regain all of your hit points and all spells.
    -When you get some sleep or restless sleep you regain 50% of the lost HP and all spells.
    -When you get barely any sleep or horrible quality sleep you regain 25% of the lost HP, 50% of your spells regained.
    -When you get no sleep you obviously get nothing back.
    Things that can effect your sleep:
    Attacks in the night
    illness
    high noise in an area or other conditions that would make a character uncomfortable
    Not having been fed (next section)
  1. Non lethal damage (NLD):
    When you take non lethal damage you take half of that damage to your HP. Keep track of your total non lethal damage though because when you reach your bloodied number in NLD you have to make a will save to continue adventuring. If you fail your will save you can either set up a camp for the party in the last safe area the party was in, or go back to town. If you succeed you may continue until you take damage again, at which point you have to make another will save. If you fail a will save while in battle your character either falls to his/her knees in a trance like state or flees the battle immediately, (fleeing in the most direct path which may evoke attacks of opportunity). Succeeding a will save in battle will grant a one turn “anger buff” to your strength (+1 STR).
  1. Food and drink rules:
    As mentioned above your character not eating will have penalties.
    -Character has not eaten today: Restless sleep, one less spell of each level than normal.
    -Character has not eaten but has been active for 2-3 days: Restless sleep, – 2 spells of each level, -1 STR.
    -Character has not eaten in a weak: Horrible sleep, -3 spells of each level, -2 STR.
    -Character has not eaten in 2 weeks: No sleep, -4 spells of each level, -4 STR
    →2 weeks (starvation): All the effects of 2 week and each day they lose 2 HP from their MAX HP.
    Thirst will also have an effect, which will stack with hunger.
    -Have not drank in hours: When you take nonlethal it transfers completely to you HP
    -Haven’t drank all day: +2 damage to non lethal and critical hits on the character.
    -Haven’t drank in 2 days: Start hunger as if it’s been a day, food alone will not stop this hunger
    -Haven’t drank in a week (severe Dehydration):-5 STR, -3 HP from your max HP per day
    Recovering from Starvation or Dehydration: To recover from Either you must eat and/or drink. The effects are not immediately removed. Basically the effects reverse until you return to normal HP and strength. Your stats start climbing after the first good rest you get.
    Amount to eat and drink: 3 meals/day, 2 flasks of water per hour active, or 8 hours inactive. Sleeping time is not factored in here.
  1. Load
    I’m going to ask that people keep track of their load. To figure out what your max, load is go to page 162 in the player’s handbook. A medium load causes you to loose 1 from your DEX and a heavy load makes you loose 3.

House Rules

Legends of Balkren Jeto