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House Rules

1. 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 or her).

2. 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.

3. 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..."

In 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.

4. 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.

For 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!

Hey, this happens in movies... how do you think Legolas killed the cave troll?

Creatures 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).

5. 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.

6. 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...".

IF 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, right?

7. 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 update details.

Each 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. sheets).

a. Master XP Progression log - this is a level-by-level account of the feats, abilities and powers acquired by your character.

b. Magic Item Log - a record for your magic items, when acquired, powers and the "Item Slots" for your charcter.

c. Character Log - 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.

8. CHARACTER POINTS or HERO POINTS -

Character 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".

The 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 similar events.

Players are responsible for keeping accurate records of CPs earned by their characters.

Using CPs

Generally, CPs can be used for the following:

A. 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 XP.

B. 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.

CPs 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.

The 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 yet… 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, etc.]).

· 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.

C. 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 Player Character.

· 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.

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