House Rules
From SargeInCharge
This entry is intended to list any House Rules put in place by the DM which may differ from the normal rules as they are usually interpreted.
Contents |
General
- Currency has no weight. During the minting process all currency is subjected to a process which magically robs it of weight and almost all mass, making it truly of symbolic value. It does mean that coins cannot be used as slingshot ammunition, ground into powder etc. What began as a quick explanation when it was realized early in the campaign that the weight of cash was not being accounted for was quickly accepted as a novel aspect of the world.
- Good and Evil have been essentially removed from the Alignments.
- As Good and Evil have been removed, the following spells have been removed also: Protection from Evil, Protection from Good, Dispel Evil, Dispel Good, Magic Circle aganst Good/Evil, Hallow and Unhallow, Blasphemy, Holy Word, Holy/Unholy Aura, Holy Smite, Unholy Blight.
- Several creatures which have overtly angelic or demonic aspects have been removed from the options in the Summon Monster series.
- Deities do not generally concern themselves with the matter of Good or Evil, though some have a stronger opinion on Law and Chaotic.
Player Characters
- The Feat Improved Natural Attack has been made available to Gerrant.
- Deities will occasionally intercede on behalf of a follower, as seen when Tyrus was reincarnated and Nephe interceded, reducing the loss of experience.
Monsters
- Creatures with the Zombie template gain damage reduction 5/bludgeoning (usually slashing).
- Chromatic Dragons are most likely to be "good" (usually evil).
- Metallic Dragons are most likely to be "evil" (usually good).
Materials
- Darksteel - Weapons forged with Darksteel provide additional electricity damage, and armour/shields provide damage resistance vs electricity.
- Froststone - Weapons forged with Froststone provide additional cold damage, and armour/shields provide damage resistance vs cold.