House Rules for Home Games
- Living Greyhawk documents (including the Living
Greyhawk Campaign Standards
version 7.5, the Blight on Bright Sands Sourcebook,
and the Greyhawk
Ruins Sourcebook) apply except where superceded by other house rules.
- Standard upkeep is free for all PCs.
- PCs do not earn overcap GP for non-adventuring activities, but can attempt
a Craft, Perform, Profession, Sleight of Hand or Tumble check at the beginning
of each scenario to receive free Rich upkeep (DC 30) or Luxury upkeep (DC
45).
- There are no subsets for the Knowledge (Local) skill.
- There are no TUs.
- PCs can choose any of the following home regions: Bright Sands, Dyvers,
Greyhawk, Perrenland, Sterich/Crystalmists.
- PCs do not retire on reaching 16th level.
- PCs have open access to all rules items unless a player objects to a rules
item being open access.
- If players want to see if a rules item is broken before objecting to
the item being open access, the PC can trial the contentious rules item
in play.
- If no player objects to the rules item being open access after 3 scenarios,
the rules item is considered open.
- Any special requirements for a prestige class must be met through play.
- Retraining is free.
- Players can rebuild a PC unless another player objects to the rebuild.
- If players want to see if a rebuild is broken before objecting to the
rebuild, the player can trial the contentious PC rebuild in play.
- If no player objects to the rebuilt PC after 3 scenarios, the rebuild
is accepted.
- PCs receive affiliation points with organisations only during scenarios
set in the organisation's region or if it is specified in the Adventure Consequences
of the scenario adventure record.
- For example, PCs affiliated with Greyhawk organisations can receive
affiliation points for activities like "adventures with a member
of the affiliation" if the scenario is set in the Domain of Greyhawk.
- Apply the following modifiers when calculating the APL of the PCs and cohorts.
- Subtract 4 if there is 1 PC.
- Subtract 2 if there are 2 PCs.
- Subtract 1 if there are 3 PCs.
- Add 1 if there are 6 PCs.
- Add 2 if there are 8 PCs.
- Play of an adventure is restricted to once per character, not once per player.
- If you play an adventure again, allow the players who are playing for
the first time to lead the group, and don't spoil any surprises or plot
twists for those players.
- You cannot play a scenario that you wrote or adapted.
- Death from massive damage does not apply.
- "Save or die" death effects do hit point damage instead.
- Death effects usually (but not always) allow the victim a Fortitude save.
If the save fails or the effect does not allow a saving throw, the victim
takes 2d6 damage per caster level (or hit dice, if a creature's death effect
doesn't have a caster level).
- Raise dead does not work on someone killed by a death effect's
damage, but resurrection does.
- Characters do not experience level loss when brought back to life. Instead,
characters receive 1 negative level. The negative level can be removed in
the first 24 hours only by wish or miracle. After 24 hours,
the character must attempt a DC 15 Fortitude save to remove the negative level.
On a failure, the negative level becomes 1 level drain. The level drain can
be removed by an magical effect that removes level drain. True resurrection
does not bestow the negative level.
- Failing to remove a negative level results in 1 level drain, not in the
loss of 1 character level. The penalties for level drain are the same as for
a negative level. Level drain can only be removed by magic.
maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 22 October 2009