on Fri 05 of Nov., 2010 22:59 GMT, by Len
posts: 1095
Its rules light simply because enjoyment of the game, by both the players and the DM takes precedence over any rules that detract from that enjoyment.
If ever the rules come between the characters and monsters played by either the players or the DM, and the enjoyment of the game, it is the rules that will leave, not the enjoyment.
I have a couple of house rules that are simple clarifications of the way most of those who play have played for a very long time. These are:
Spell DC changes
I use a well established and well tested change to the Spell DC of spells with a DC to save against effects etc.
This has been tested thoroughly for quite a few years, and is less broken than the standard rules.
Instead of the (10+CasterStatBonus+SpellLevel) that the book dictates, I use:
(10+CasterStatBonus+MaxCastableSpellLevel).
That is 10, plus CasterStatBonus, plus the maximum level of spell the caster can currently cast. Not just the level of the spell being cast.
What this means is that where a low level spell has a save DC the spell use gets better as the caster gets better.
With the standard rules this simply does not happen.
Critical Hits.
A Natural 20 roll is a critical hit. There is no one needs to confirm critical hits when a 20 is rolled on the D20.
However, since three natural 20s in a row is deemed "instakill" by most, a player who is confident enough may claim the right to attempt the 1:800000 possibility by declaring the attempt, and rolling two more D20s.
If an increased critical range means that a 19 is critical threat, that must be confirmed by re-rolling a hit. As must any other apparently critical hit.
There will be nights when no one rolls a single D20. Roleplay is paramount. Sometimes that does not require dice rolls.
The setting is similar in feel to the Forgotten Realms setting; but it is NOT set in Faerûn, not even on Abeir-Toril. The setting has its own geography and history. It does not follow the geography or history of Toril. It may help you to believe that Armagada is to Faerûn as Suul is to Toril. Armagada is a large continent on the world called Suul. It is not the only continent on Suul.
I am more than happy to have you on board as a player, just so long as you come into the game on the understanding that I do not follow 3.5 rules like a slave. Armagada first existed under 2nd Edition rules, and some of its concepts date back that far. Some of those concepts may have to be taken at face value without attempting to find underlying 3.5 rules.
One Space in a Leicester game
Its rules light simply because enjoyment of the game, by both the players and the DM takes precedence over any rules that detract from that enjoyment.
If ever the rules come between the characters and monsters played by either the players or the DM, and the enjoyment of the game, it is the rules that will leave, not the enjoyment.
I have a couple of house rules that are simple clarifications of the way most of those who play have played for a very long time. These are:
Spell DC changes
I use a well established and well tested change to the Spell DC of spells with a DC to save against effects etc.
This has been tested thoroughly for quite a few years, and is less broken than the standard rules.
Instead of the (10+CasterStatBonus+SpellLevel) that the book dictates, I use:
(10+CasterStatBonus+MaxCastableSpellLevel).
That is 10, plus CasterStatBonus, plus the maximum level of spell the caster can currently cast. Not just the level of the spell being cast.
What this means is that where a low level spell has a save DC the spell use gets better as the caster gets better.
With the standard rules this simply does not happen.
Critical Hits.
A Natural 20 roll is a critical hit. There is no one needs to confirm critical hits when a 20 is rolled on the D20.
However, since three natural 20s in a row is deemed "instakill" by most, a player who is confident enough may claim the right to attempt the 1:800000 possibility by declaring the attempt, and rolling two more D20s.
If an increased critical range means that a 19 is critical threat, that must be confirmed by re-rolling a hit. As must any other apparently critical hit.
There will be nights when no one rolls a single D20. Roleplay is paramount. Sometimes that does not require dice rolls.
The setting is similar in feel to the Forgotten Realms setting; but it is NOT set in Faerûn, not even on Abeir-Toril. The setting has its own geography and history. It does not follow the geography or history of Toril. It may help you to believe that Armagada is to Faerûn as Suul is to Toril. Armagada is a large continent on the world called Suul. It is not the only continent on Suul.
I am more than happy to have you on board as a player, just so long as you come into the game on the understanding that I do not follow 3.5 rules like a slave. Armagada first existed under 2nd Edition rules, and some of its concepts date back that far. Some of those concepts may have to be taken at face value without attempting to find underlying 3.5 rules.
Len