House Rules/Notable Rules in Erath | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

House Rules/Notable Rules

---------------------------------------------------------
RAW

The Rules as Written (RAW) will be followed for the most part with a few key exceptions as listed below or that occur in game. For the sake of game play if a debate about a rule comes up the DM will make a decision at that moment to allow game play to continue to flow/happen. After the game the debate on the rule MAY be allowed to continue and may change. In cases where it does then some magical/planetary power/affect happened to make it play out in the previous session and we will continue forth with the change the DM determined later.

Nat 1s and 20s

For all rolls except those for skills, a roll of a natural 1 is an automatic critical failure while a roll of a natural 20 is an automatic success.

Passive perception vs rolled perception

At all times during the game I will treat your characters and those of the NPCs as using their passive perception unless you ask/decide to roll perception to look for something specific and/or my NPCs need to do the same. Passive perception works in the following ways:
  1. Passive Perception gives you an automatic 10 when determining your "roll".
  2. Passive perception has a harder difficulty in terms of how much information is noticed when something is perceived by a difficulty of 5.
  3. Finding secret doors/compartments requires a rolled perception.

Any attacks beyond 1 is a full round action.


Defender wins on ties always

Self explanatory; an attacker/agressor/one taking action, must always beat the defenders defense in all thing such as but not limited to saves and AC. In use of skills, to notice what someone did/is doing places you are in the position of "one taking action" such as perceiving stealth, using sense motive against someones bluff. etc.

Long Rest

Heal your level in hitpoints. See PFSRD.
  • Boog: "I slaughtered the village ... do they have any cure scrolls?".

Level Up

Heal to your new maximum hitpoints.

Class Alignment Rules Exceptions

  • Monk: As a LONG time martial arts practitioner and reader of philosophy I have always hated the requirement of LAWFUL for monks ... I get where they were going with it and why as far as linking law to discipline and all but I absolutely loath it. Being disciplined and having a self code one strictly adheres to does not equate to them being lawful and caring about other peoples rules. So ... you are required to have a code you live by and will not break but you are not required to be lawful.
  • Paladin: Any God can have a Paladin and as such Paladins are not restricted to Lawful Good! They are however required to match their deitys alignment. For deities that are pure NEUTRAL you are required to be a neutral adjacent alignment: LN, CN, NG, or NE



Elephant in the Room

  1. Martial Mastery: Gone. Combat feats like Weapon Focus now apply to weapon groups instead of a specific weapon by default.
  2. Weapon Finesse: Gone. The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required.
  3. Combat Expertise: Gone. Now simply a combat option for any class with at least +1 BAB.
  4. Power Attack: Gone. Now simply a combat option for any class with at least +1 BAB.
  5. Point-Blank Shot: Gone. Precise Shot replaces it as a prerequisite for further archery feats.



Hero Points & Combat Hero points

See the corresponding note in Roll20.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!