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Mechanics Combat, House Rules and Leveling up
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Mar 29th, 2013, 10:16 PM
Eddas
Great Wyrm
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Last Visit: Apr 16th, 2021
RPXP: 4707
Posts: 2,840
Mechanics Combat, House Rules and Leveling up
Character Creation
Stats: 25 point buy
Starting Wealth: Max for your class.
HP: Max HD + Con
XP Track: Medium
Don't bother buying anything with the word kit in its name. Each character will be given an appropriate kit at the start.
Character Advancement
HP:
When you advance in character, you can go ahead and add to your HP, roll your HD in the dice thread, add your con modifier, and if you decide to, an additional 1 hp for advancing your favored class, instead of the additional 1 skill point.
Abilities:
If you've reached the level where you can add one to an ability score, do so.
Languages:
You can not learn a new langauge at the snap of your fingers. If your int modifier goes up, or you take another rank in linguistics, and you want to learn a new language, you can only learn a language another member of the party already speaks (they'll teach you) or you have to wait till we get to a larger town and you'll have to buy an instruction manual on that language. You can sell the book for half its purchase price to a store, or up to its full purchase price to another character (you can also give it to them of course).The price will be based on the following chart:
Language
Cost
Elven, Dwarven, Gnome, Halfling, Orc
5gp
Abyssal, Aklo, Infernal
10gp
Aquan, Auran, Ignan, Sylvan, Terran
15gp
Giant, Goblin, Gnoll, Undercommon
3gp
Celestial, Draconic
20gp
Feats:
Unless another member of our party already has the feat you are trying to learn, you will not be able to learn new feats on the road. You will have to wait till we get to a town and seek a trainer.
Skills:
If it is a skill you already have a rank in, or a skill that can be used untrained, you can take additional ranks in that skill. If it is a skill that you have 0 ranks in AND can not be used untrained, you have to wait till we get to a town to train that skill.
Spells and Spell Like Abilities:
As with feats and skills, unless there is someone there to teach you a new spell, you will have to wait till we get to town, unless you already have a scroll with that spell inscribed on it.
Su and EX Abilities:
Can be learned on the road without training.
Last edited by Eddas; Apr 3rd, 2013 at
09:06 PM
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Mar 29th, 2013, 10:19 PM
Eddas
Great Wyrm
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Last Visit: Apr 16th, 2021
RPXP: 4707
Posts: 2,840
Combat Rules:
Combat Order:
At the beginning of combat, I will ask for everyone to roll initiative. When you do so, include your first action. Each round, you do not have to wait until it is "your turn" to post. Post whenever, and I will put things in the proper order once everyone has posted for that round.
Movement:
All combat encounters will include a battle mat. I will update this map at the end of each round with current locations and statuses. Each grid on the map will have a coordinate, such as A1 would be the top left most square, G8 would be 7 squares down and 8 squares to the right. Post the coordinate of the square you are moving to.
Rolls:
Roll both attack and damage in the same post. If you have to edit that post, do not change the dice tag at all. If you entered your roll incorrectly, go ahead and add the proper roll to the end of the post, but leave the old roll alone. I can see if a roll has been modified, and what it originally was vs what it is now. The dice gods are rather harsh to people that change their rolls.
Post Format:
Include your characters HP and AC at the bottom of every post. If you cast a spell, activate an ability (rage), anything that lasts a number of rounds, include it at the bottom of your post, along with how many rounds it has left. Keep that updated each round.
Same if you are effected by something such as fatigue.
Do not assume hit or miss. When describing your attack, dont say things like "I slash the orcs head off", instead say something like "I attack the Orc with my longsword".
Action Modifications:
If the enemy you attack is already defeated before your turn comes around, I will change your target. I will also switch out your spell for a similar spell if the remaining enemy is not able to be targeted by your original spell. IE, you target a skeleton with disrupt undead, but by the time its your turn the only enemy left is a direwolf.
Last edited by Eddas; Mar 29th, 2013 at
10:19 PM
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Apr 3rd, 2013, 10:03 PM
Eddas
Great Wyrm
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Last Visit: Apr 16th, 2021
RPXP: 4707
Posts: 2,840
House Rules
No guns. No psionics.
EXP:
You will be awarded experience based on your roleplaying, not just your rollplaying. Bonuses for well written posts.
Example, if you're trying to intimidate, bluff, bargin/barter, or charm someone, sure you can just roll the check, but you'll get bonus exp if you roleplay that action as well.
Perception (and other rolls):
You're free to roll any check at any time, and of course, I will ask for certain rolls as the scene requires.
You do not however need to roll a perception check each time you enter a new room. You're adventurers, you have had some experience, I doubt you'll be walking into the unknown with your eyes closed and ears plugged.
No hero points.
There will be a fame and prestige system, which will have its own post detailing them.
Free cantrips:
Casters can use the following cantrips for free. They dont take up spell slots, you dont have to prepare them.
Detect Magic
Read Magic
Dancing Lights
Light
Last edited by Eddas; Apr 3rd, 2013 at
10:33 PM
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