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Old Jan 2nd, 2013, 06:02 PM
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vengenceismyname vengenceismyname is offline
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Last Visit: Jan 6th, 2013
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The Rules

Here are my various rules, both minor edits to standard rules and my custom rulings. I highly advise using the residuum.

Edited General Rules:

Spell Components: You will not be required to purchase/find spell components that are 100gp or less in value. There is a reason behind this and you will see why later.

Stats: Instead of gaining a stat point every 4 lvls, players will gain a stat point every 3 lvls. Have fun.

HP: You will always receive max hp for lvling up.

Residuum: This substance *can* take the place of gold at a 1 to 1 ratio for the purposes of crafting magical equipment. It has various elemental forms which have a 2 to 1 ratio when used to create a magic item that uses/requires that element to make. Format: red-fire; yellow-lightning; green-acid; blue-cold; white-good; black-evil; aqua-normal; orange-sonic.
*Note: I will keep track of all residuum and keep you all constantly updated in my post.*

Staffs: Because I totally hate the rules on recharging magical staffs, all magical staffs will regain their charges after 24 hours of inactivity.

Homebrew Rules:

Originally Posted by vengenceismyname View Post
For the diplomacy and bluff skills, I will require that you actually convince me through dialog, only for the purpose of changing someone’s attitude or making them believe a lie. I do not accept just a roll to determine these results, though you will still need to roll. A good convincing lie or use of diplomacy will give you a bonus towards that roll, and vice versa for a bad one.

I will also state that the stealth skill is not an all-encompassing cure-all solution. You will need to think before using stealth. I will elaborate more on stealth in the game thread or in a pm if you prefer.
As I said, I would elaborate more on these and so here it is.

Diplomacy & Bluff - This is word for word as stated above but is in addition to any circumstance modifiers you get. For example, if you are creating a lie then you will be judged both on how probable the lie is, but also on how well made that lie is. If you make a lie that is far-fetched but is also well made, and somewhat believable, then your penalty will not be as severe. This also works in reverse so be careful. You will receive a bonus, or penalty, ranging from 0 to 10 for how well conceived a lie, or use of diplomacy as mentioned above.

Stealth - Basically this will boil down to using common sense, but I will go into detail. If, for instance, you are attempting to sneak into a cave filled with creatures that have the scent ability and only see body heat, and you are aware that that is the *only* way the creatures perceive things, then you better use magic, or other tricks, to hide your body heat and odor. If you do not do this then the chances of you successfully sneaking around will more than likely be cut short.

These are my only homebrew rules, so if this does not answer it clearly enough then let me know and I will explain it differently.

Last edited by vengenceismyname; Jan 4th, 2013 at 02:15 AM.
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