House Rules
Timz Tuesday Night DnD Campaign House Rules.
House Rules.
Character Creation.
Abilities. Roll 4d6 and choose the highest three dice. Arrange them as you see fit.
Character Races. Up for discussion. I am pretty flexible, except, your character should be able to walk down the street and not cause old human ladies, good elven grannies, and most good humanoid mimis to faint dead away.
Character Classes. Up for discussion. If it is interesting and it fits my campaign, I will green light it. I am also a great fan of basic fighters, just sayin'.
Cleaving Through
There are no magic shops. Magic weapons, scrolls, wands, staves, and other miscellaneous magic must be found, made, or commissioned by the players. Notes on potions below.
Potions. This campaign has a little potion bloat. In the long run, it could bring down the level of fun of the adventures. This is not saying potions are bad or not acceptable. It is just better not to go too crazy with it. I am not tracking encumbrance, so my suggestion is no more than ten (10) potions carried and no more of three (3) of the same kind. I am not going to police this, or make you dispose of what you have, just a gentleman's agreement on what I'd like you to see. Potions of healing are free to mercenaries. Potions of greater healing are at a 90% discount (20 GP). Superior or Supreme must be found while adventuring. Any other potions must meet DM approval.
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