Base Rules
Mar 29, 2014 23:45:41 GMT
Post by Dol-Terias on Mar 29, 2014 23:45:41 GMT
In Dol-Terias, we use the 3.5 rules for D&D, laying our foundation in the following books:
• Players Handbook (3.5 edition)
• Dungeon Master Guide (3.5 edition)
• Expanded Psionics Handbook
• Monster Manual (3.5 edition)
• Monster Manual 2
Additionally, we use sections from the following books:
• Players Handbook 2
◦ Chapter 1: Beguiler
◦ Chapter 1: Duskblade
◦ Chapter 2: Class variations, within certain limits. See the base classes document.
◦ Chapter 3: Feats
Chapter 4: New Spells
• Unearthed Arcana
◦ Chapter 1: Racial Paragon classes
◦ Chapter 2: Some variant character classes. See the base classes document.
• Complete Warrior
◦ Chapter 1: Hexblade
◦ Chapter 1: Swashbuckler
• Complete Arcane
◦ Chapter 1: Warlock
In all cases, the rules in the house-rule documents supersede the rules in these books.
Character Generation
This section contains rules regarding character generation. To generate ability scores, we use the 28 point by system. A PC can have an ability as low as 3 if he chooses to underspend. This does not grant additional ability points.
PCs start with maximum hit-points and in general with 50% of the maximum amount of money they could have. The exact amount of money is provided per class in the base classes document.
There are no alignment restrictions. Evil PCs can be played freely. During the first weeks after creation a pc is allowed to change his alignment if this better fits the character.
Sanctioning
For any and all new PCs, once you created them using our character building tool, you must get them sanctioned. To do this, please contact a Dungeon Master, either on the chat or by e-mail. They will guide you through the rest of the process. Once your character is sanctioned, you can begin playing immediately.
Background Bonus
All new characters start at level 1. However, new players are allowed to make a single character at 3rd level. This is a one time usage and the character has no additional gold and must follow all other chat conventions. If you wish to use this option, you must send a background for your character to the DM team for official approval. It may be helpful for your first PC to be a regular level 1 character so you can get a feel for the setting before you use this option.
Fate and Doom
In Dol-Terias we use a special custom rule called Fate / Doom during character creation. At creation every pc is required to roll a d100. The result of this roll, called the “Fate / Doom score”, will be recorded on the pc sheet and in certain cases will used by the DM team to customize something specific for your pc’s future.
Experience and Levelling
Your characters get 25 xp for every day that you log in. You do not have to actually open the chat to receive this experience. However, role-playing is a much faster way to gain experience so we highly encourage this.
When levelling, you can either roll your hitpoints or take 50% of the appropriate hit-dice (rounded down). Taking 50% means you get half of the highest number on the dice. For example this means a cleric would get hit-points as if they had rolled a 4 on the D8. Choosing 50% results in a lower average value but prevents problems due to repeated low rolls.
As mentioned, you may choose not to use the 50% rule and instead roll as normal. Rolls must be witnessed by a Dungeon Master to ensure fairness. Please roll only once. Pre-rolling is not allowed and every result MUST be accepted. To ensure everything goes smoothly, you should wait with rolling hit-points until a DM informs them they are ready to witness the roll. The proper format for this roll is to place your character's name in the name field on the roller, and write your level type (Fighter, Wizard, Cleric etc.) and the observing DM's name in the action field before rolling. If you prefer, you can ask the DM to roll for you. However, whichever method you use, only one roll can be made.
Dice Rolling Conventions
Besides the convention listed above for hit-points, we have some conventions regarding dice rolling.
In Dol-Terias, we use a dice-roller, which is available on the login screen. The dice-roller should be used appropriately: test rolls are not allowed for any purpose to prevent confusion.
When taking actions on the dice-roller, you should be as descriptive as possible. Be sure to include things like targets, special circumstances or feats you use in the description of the roll. This prevents confusion afterwards about whether or not your bonus applies and is relevant so that there is no disagreement about for example the amount of power attack used when the dice-roll makes it a close call on whether or not the attack hits. For example, please be sure to include things like flanking, charge, power attack and amount and rage if active. For the sake of fairness, you are not allowed to add it afterwards.
To speed up combat, it is customary to pre-roll certain actions before it is your turn. As a result you may find yourself in a situation where your pre-rolled action no longer applies to the situation. In such a case you are allowed to abandon the roll to take a different action.
In principle, when you have committed to the dice roll, that will be your action. However, when the circumstances have changed significantly you may abandon the dice-roll. You may not use the old roll for a new action but must instead roll anew for the new action. Please inform the DM running the scene if this situation occurs.
Natural 1's and Natural 20's
Though this is not the case in regular D&D, in Dol-Terias we apply the natural 1 and natural 20 automatic success and failure more widely. Even on skill checks, ability checks and opposed checks, a natural 1 on a D20 is an automatic failure and a natural 20 on a D20 is an automatic success. Common sense must be used in adjudicating results where more than one of them shows up at a time, for example when more than one competing player rolls a natural 20. The regular bonuses can often help in these cases.
Critical Fumbles
We have no rules regarding critical fumbles. The consequence of a natural 1 on a to hit roll is simply that you automatically miss. You do not need to make reflex saves to stop from dropping your weapon for example.