MODIFIED DEATH'S DOOR - Add the character's Con modifier
(or penalty) to 10. This will now be the number of rounds
the character will be "dying" and will die once
the number reaches its limit. For example, Tarion Gourn,
with a Con of 17(+3) will be dead once he reaches -13
hp, not the usual -10. I believe this is more realistic
since healthier characters (and creatures) will take more
time "fighting" death and will eventually be
unconscious longer (enough for allies to stabilize him
MASTERWORK WEAPONS - craftsmen are known to design
weapons which can either be more balanced and lighter
(hence the bonus to attack). Similarly, weaponsmiths can
also fashion weapons to be sharper, and deadlier. Hence,
the +1 bonus to masterwork weapons can be applied to EITHER
attack OR damage. This still does not stack with magical
enhancements as per d20 rules.
FINITE LIVES - The rules state that character Level
(and to an extent, CON) is the factor wherein PCs can
be magically raised or ressurected. I don't believe this
since it discourages PCs treating life seriously. They
are somehow pulled into the complacent behaviour that
Raise Dead or Ressurection can be the justification to
their folly ("What? A Dragon? No problem, I'll
just charge and attack.... the cleric can take care of
the Ressurection if I die") or "Money's
no problem. If I die, it only costs a few thousand gold
to bring me back to life..."
Winter's Twilight, Characters have a "Final Death".
This is measured as the PC's CON bonus +2. Example, Tarion
Gourn (+3 Con bonus) can only be raised from the dead
5 times. He suffers his Final Death on his 6th death.
INSTANT KILL - This a slight modification of the Instant
Kill rules variant found on page 64 of the DMG. If a natural
20 is rolled on an attack, a critical roll is made to
see if a critical hit is scored. If that critical hit
roll (second roll) is ALSO A NATURAL 20, that's considered
an INSTANT KILL THREAT. if the 3rd roll is ALSO A NATURAL
20, the victim is slain unless he makes a Fortitude
save DC equal to 10 + the critical damage.
example, Tarion Gourn is facing a Black Abishai in combat,
Dindo rolls a 20 for his attack (a crit threat). He rolls
a second time and gets another 20 (a Instant Kill Threat.
The hit is already a critical). He prays to Torm and rolls
a third time... he gets another natural 20! He computes
his damage (22 points). The Abishai will be die if it
fails a Fortitude save against a DC of 32!
this happens in movies... how do you think Legolas killed
the cave troll?
immune to critical hits are also immune to instant kills.
Note that the base damage is used for computing DC for
the For save, any extra die of damge is not factores (although
the creature still takes it if it survives).
INITIATIVE - I subscribe to the belief that combat
is always chaotic. Therefore, initiative is ALWAYS re-rolled
every round and parties may not opt to "keep"
their intiative scores throughout the encounter.
NOT WRITTEN, NOT THERE - players are lucky when their
DM assumes that minor, mundane items can be acquired by
their PCs anytime. However, this detracts from the suspense
and thrill of the adventure when somebody just declares
"Hey, my character has Weaponblack... we can just
use this before we assualt the orc fortress...".
IT'S NOT WRITTEN ON YOUR CHARACTER SHEET IT'S NOT THERE.
That best summarizes the extent of this rule. Some DMs
take great pain (and time/effort) to prepare and write
details for the campaign and the adventure. I think it
is only fair that players spend some time to note what
items or information they have on their character sheets,
PLAYER FILE - I am probably Lawful Neutral in the
aspect of organizing and detailing things. Therefore,
I only require a few things from my players in terms of
bookeeping and recordkeeping. I know this will take some
extra effort on your part, but, believe me, the confusion
and time we'll be saving will add up to a lot more hours
spent playing rather than arguing over some rules or PC
player will have their own PC file. On the cover of the
manila envelope, XP and other basic details will be noted
as well as schedule concerns, player contact numbers and
notes. Inside the envelope will be a DM's copy of the
character sheet. Aside from this upodated copy, i require
only 3 supplemental sheets attached to your CS (char.
Master XP Progression
log - this is a level-by-level account of the feats,
abilities and powers acquired by your character.
Magic Item Log
- a record for your magic items, when acquired, powers
and the "Item Slots" for your charcter.
- this will detail a game-by-game account of your XP,
gold and items acquired or made. The DM will sign this
every game. I give out 100 xp (*1/2 PC level) for completing
this form every game.
CHARACTER POINTS or HERO POINTS -
Points (CP) are acquired by players during the course
of an adventure. In the good old days, our gaming group
(The Fellowship) referred to this type of award as a "notch".
DM will reward the player CPs during the game as he sees
fit. This can be due to exceptional role-playing, risking
a character's life to save another, solving a riddle or
puzzle, surviving a rather difficult encounter, or other
are responsible for keeping accurate records of CPs earned
by their characters.
CPs can be used for the following:
Experience - UNUSED CPs at the end of an adventure
or playing session are worth XP (200xp or more). The DM
will determine this and announce it during awarding of
In-Play Use - Additionally, CPs can be used during
the course of an adventure for the following circumstances:
· Automatic Skill Check Success: may be
used for "minor" skill checks only. (Example:
trying to unlock a normal treasure chest or door). But
such auto success may NOT be used in critical skill checks
like trying to "Bluff" or "Intimidate"
a beholder or key NPC)
Modifiers to checks or Saving Throws: In some rare
instances (if the players can justify it), the DM may
allow the use of a CP to integrate bonus modifiers to
a particular die-roll (or circumstantial penalties to
checks made by opponents).
Re-roll: Players may re-roll any single die once (and
choose the better result). Conversely, players may have
opponents re-roll a die (in this case, the second die
roll will be the one honored regardless of the result.
It is a risk players have to take).
As a Luck Point: Again, if players can justify it,
a CP (or more) can be spent and converted to a "Luck
Point". The DM shall be the sole and final arbiter
of this type of CP use.
used in this manner shall be treated on a "case-to-case"
basis by the DM (Example: after failing a Climb check,
Marovid falls 300 feet into the icy crags below. Marovid
will surely perish from this unfortunate mishap. Tony,
Marovid's player, spends a CP and asks the DM if several
roots or branches are jutting out from the cliff face
that he could possibly use to stop his fall.
DM decides that his CP use is reasonable and informs Tony
that Marovid caught a branch and stops his descent. (and
certain death). Though alive, Marovid is not out of danger
he still must make Dex and Str checks to see
if he could gain a foothold and continue his climb. [for
this, he could use another CP for re-roll, modifiers,
Information: if the plot permits it (and the PC is
creative), he can devise certain ways to turn CPs into
information vital to advancing the storyline and aiding
the Player Characters.
Other Cases: there will also be other cases (not stipulated
above) and events where CPs may be used. Again, such events
and circumstances are left to the province and judgment
of the DM.
Character Advancement - Finally, CPs may be used to
upgrade the PC in terms of skills and statistics.
Skill Point Conversion: 2 CPs will be equal to 1 Skill
Point which the PC may only use during an advance in level.
Feat Conversion: depending on the type of feat, it
will typically cost 5-10 CPs. Feats acquired by the character
thru this method may be done anytime. Storywise, it should
be reasonable and must be appropriately explained by the
Racial Abilities: a table is being made for the cost
of certain racial abilities. More on this in the future.
Spells: Priests and wizards can spend points to gain
extra spells. Only one additional spell per level can
be purchased this way, and the cost is 2 points plus 1
point per level of the spell purchased. Priests and wizards
cannot purchase higher level spells than they can cast.
Sorcerers cannot go beyond the limit of spells they know
Hit Point advancement: Points can be spent to improve
a character's roll for additional hit points when advancing
a level. For every 2 character points spent, the player
can roll one additional die when determining new hit points,
taking the highest number from the dice rolled.