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Home > Gameography > Dungeons & Dragons > Eberron Campaign > House Rules

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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