Wednesday, January 30, 2019

The Way of the Table - My House Rules

                Greg Barry -   Dungeon Master

1:  Initiative
·        settled by 1D6, one for the party, one for the opponents
·        Ties occur Simultaneously

2: Casting Time
·        For the most part, any casting time longer than 3 segments happen at the end of the round and any longer than 7 Segments happen the beginning of the next round if they win initiative.

3: Ability Checks
·        Any Checks against Stats will be made by 4D6, you must roll under your stat to succeed, dice will be added or subtracted based on the complexity of the goal

4: Magic user can Detect, and read magic instantaneously, no spells needed for this

5: If you roll a natural 20, reroll
1  -  5
Normal Damage
6  -  10
Max Damage
11-15
Double Damage
16 - 19
Triple all Damage
20
Death blow  -  Enemy  reduces PCs to Zero HP


I have revised this section, it was a bit too player friendly (3/22/19)

6:  If you roll a natural 1, reroll
20
No Penalty
15-19
Loss the next attack
11-14
Lost Weapon, can recover weapon, free attack on you
3-10
Lost Weapon, free attack on you, may not find weapon (25 %)
2
Weapon Broke, save for magic weapon
1  
Hit Party Member  for Max Damage



From The Dungeon Master's Guide, 1st Edition

“It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game.... You are creator and final arbiter. 
By ordering things as they should be, the game as a whole first, your campaign next, and your participants thereafter, you will be playing ADVANCED DUNGEONS & DRAGONS as it was meant to be.”


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