ORC House Rules
The Following is a list of House rules used by each specified DM in their games. The DM will be listed with all of the "House Rules" that they have active in their game.
- Only Characters from PHB.
- Proficiencies: All PCs may learn a new skill via spending 2 weeks plus difficulty modifiers learning the skill. A learn spell roll is applied to the skill. If the PC makes it, it has a new proficiency.
- Cantrip NWP
- MR is not the same as it is in the MM.
- Kits Limited- Must consult before use.
- Max Hit Points
- Roll Method: 4d6 drop the lowest 6 times assign however. 3d6 6 times in order. Thats it.
- Starting Level: Level 1 or 2 below the lowest active character or choose your level below the lowest PC.
- Human Genetic Adjustment: See Werewolf_26's Lair for rule. Its in the AD&D section under Experimental Rules.
- No Kits.
- Only PHB races and Classes
- Rolling method is 3d6 in order at game with rerolling 1's once.
- Max HP 1st level, then best of 2 rolls every level after first.
- Starting level: level 1.
- Monsters stats vary from what is in the Monsterous Manual.
- Proficiencies: All PCs may learn a new skill via spending 2 weeks plus difficulty modifiers learning the skill. A learn spell roll is applied to the skill. If the PC makes it, it has a new proficiency.
- Cantrip NWP
- Parrying and Disarm Rule & Human Genetic Adjustment: See Werewolf_26's Lair for rule. They are in in the AD&D section under Experimental Rules.
S.Casey's Game
- Only Characters from PHB, except dwarves which are extinct.
- Profciencies: See Werewolf's.
- Use of Psionics: See Psionics Handbook.
- No Kits
- Can't trade Language slots for Weapon Proficiencies, only NWP.
- Create Characters from the PHB only. Later on, additional races will be available, due to the different space faring races around.
- Proficiencies: All PCs may learn a new skill via spending 2 weeks plus difficulty modifiers learning the skill. A learn spell roll is applied to the skill. If the PC makes it, it has a new proficiency.
- Cantrip NWP
- Roll Hit Points, at game. Best of 2 rolls.
- Hit Points will not only be a direct physical representation of damage. They are also the ability to dodge the blow in certain cases. For weapons such as shotguns, lasers, blasters, etc. that could occur in a futuristic setting, the HIT POINTs will be your characters ability to dodge such things. You won't get actually hit in many cases but still take HP damage due to dodging. You can dodge some things only a few times, with the final blow (whatever hit takes you to 0 or below) will be the actual wound the character sufferes. In cases of medieval weaponry, it can in some cases represtent physical wounds, such as bruises and cuts.
- A special races list and weapons chart will be created for the advanced weaponry. There is a possibility of using Gamma World tables, as well as a few invented rules for armors and such.
- New gaming worlds will be possilbe for characters to come from and explore.
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