house
rules |
Summary of campaign rules and guidelines.
Campaign
Theme: The campaign will be set in the world
of Eberron, with a focus on
city and water-based adventures, and a swashbuckler attitude towards
action and gameplay. There will be the occasional classic
dungeon-crawl side trek thrown in.
Character
Creation:
Abilities:
Standard Point
Buy - 40 points. Yes, this equates to a Super-Powered campaign, but
believe me when I say this will result in lowers scores than our
previous campaign where we used the floating re-roll method. Refer
to the DMG pg 169 for specifics of both these methods.
Race: Chosen
from this
list. The selection of races is limited to any ECL +0 race (including
monstrous races) from WotC's Eberron and Greyhawk (generic)
campaign settings. Exceptions will be made on a case-by-case
basis.
Class: Chosen
from this
list. The selection of classes is limited to any core class from
WotC's Eberron and Greyhawk (generic) campaign settings.
Exceptions will be made on a case-by-case basis.
Prestige Class: Chosen
from this
list. The selection of classes is limited to any prestige class from
WotC's Eberron and Greyhawk (generic) campaign settings.
Exceptions will be made on a case-by-case basis.
Skills:
No
special rules.
Feats:
No special rules.
Equipment:
Racial
Masterwork weapons and Inferior weapons will be introduced.
Spells: Initial
spells for standard casters (core PHB) will be selected from the
Player's Handbook, Eberron Campaign Setting, Magic of Eberron, and
Stormwrack only. New spells from other sources will be introduced during the
campaign by means of research and/or discovery. All other class will
start with the standard lists provided within their descriptions.
Magic:
Magic
Item Cards will be introduced. Low-level magic (750-1,000 gp) is relatively
available for purchase in the major cities throughout the world,
however higher level magic items are much more scarce and are generally
not available on the open market.
Experience:
Combat:
Equal XP share for all PC's and NPC's (including hierelings and cohorts) both
participating, and within general proximity of encounter (able to give aid/support pre or post encounter).
Roleplay: Group
Bonus.Group earns a pool of 50 XP per player present times the current avg party lvl. The total is divided up amongst PC's of present players, with players who added to the enjoyment of the game (in character) getting a larger share.
Mission
Bonus:
Group
Bonus. Group earns 100 XP per character times the current avg party
lvl when major adventure goals are met (limited to 2-3 per adventure). Equal share for all PC's and NPC's.
Ingenuity: Individual bonus. Player who comes up with a great idea, solves a puzzle, or a winning tactical plan earns 100 XP times the current avg party lvl.
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