Werl - House Rules

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Player Character Death

Though spells such as Raise Dead and Resurrection do exist, the potential repurcussions for the caster involved often make it a non-trivial matter to convince them to do so.


Depending on the circumstances of death and identity of the deceased, the deities involved may well simply allow them to return to life. It is far more likely that a Cleric will be required to spend a great deal of time in communion with their diety, making a convincing case for the necessity, and even then the loved ones of the deceased may be required to fulfil some kind of quest in that deity's name.


Once a deity has stated conditions under which they will allow the reversal of death, it would be extremely foolhardy to "shop around for a better deal" with other divine beings; it is far more likely that the body count would increase than decrease.


If no deity can be convinced (or the party does not wish) to bring a Player Character back to life this presents quite the problem, at least for the first major story arc of this Campaign. There may yet be some names on the list who live and could become Player Characters, but this would not represent a free choice to build that character. Alternatively, it may be that a Player whose character dies leaves the game. It is worth noting that when The Hunted are no longer being hunted, the options for Player Characters will likely widen considerably.


Your characters lives should always be precious, but in this game even more so than usual.


Clerics

  • Positive and Negative energy are not seen as strictly "Good" or "Evil", and Clerics from both ends of the spectrum can spontaneously cast both Cure and Inflict spells. Similarly, Turn and Rebuke Undead are both available to Clerics of all persuasions.


Necromancy

  • Necromancy carries less of a stigma in many places, chiefly due to the passive nature of Mindless Undead. Indeed, many more "enlightened" populations utilise the bodies of citizens who volunteer themselves to work on civil engineering projects after their demise. However, the use of necromancy for combat is still frowned upon as very distasteful, doubly so in the case that prior consent is not given.

Undead

  • Though Intelligent Undead are quite malicious, Mindless Undead are almost entirely passive. Zombies, Skeletons etc which are raised and then not controlled will generally stay in place and continue to decay, and can be directed to carry out basic civil works as easily as to feast on the flesh of the living. The first example of this sighted during play are the uniformed and masked undead travelling with T.O.M.A.S. and assisting with baggage etc.


Critical Hits

Each player may select if they prefer standard crits or the crit deck (as shown below). They're then bound by that decision to prevent the time wasted on decision making.

NO CRIT DECK OPTION - Kul'theras 
* Maximum Damage is awarded as per Step 1 above.
* Damage Dice are rolled as normal and that amount is added for a x2 weapon 
(x3 adds double that damage, x4 adds triple).
Example
Exemplar confirms a Critical Hit with his Battleaxe,  doing 8 damage by default 
and then rolling 1d8 for extra damage, doubling the amount rolled as the weapon is x3.
This results in 10-24 damage.
CRIT DECK OPTION - Tharin Longview, Magni, Landra, Hand of Kali 
* Maximum Damage is awarded as per Step 1 above.
* One card per damage multiplier is drawn by the player, with more cards for 
greater Critical Multipliers as above. Any reference to multiplied Damage 
will be based of the Maximum Damage. 
Example
Exemplar confirms a Critical Hit with his Battleaxe, doing 8 damage by default 
and then drawing two cards (as the weapon is x3): 
"Overhand Chop - Double damage and 1d4 bleed."
and 
"Broad Swipe - Normal damage and 1d8 bleed."
If he chooses Overhand Chop, this results in 16 Damage plus 1-4 Bleed.
If he chooses Broad Swipe, this results in 8 Damage plus 1-8 Bleed.
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