Western Realms - House Rules
There are a couple of House Rules that I employ as DM for the Western Realms
XP Awards
I award XP for overcoming challenges (traps, combat etc.) as per the standard 3e rules. However this would mean that it would take "a life-age of the earth" for anyone to advance a level and in order to reward role-playing (and making the DM laugh) the majority of XP is awarded for staying in and developing your character. There is also a small bonus for replying regularly.
Combat
Actions
Combat is handled normally except the DM rolls all the dice. If no turn is submitted in the midst of combat the DM will make a judgement call on whether to continue with the previous action or to do nothing before rolling the dice. The DM will take into consideration the PCs character, thier current health and the general situation. For example a serious wounded character would probably retreat if in single combat but may stay and fight if defending a downed character.
Morale
One rule is missing from 3e that was useful in 0D&D is the morale check. This takes place when:
- When the creature is reduced to
one-quarter (or less) of its starting hit
points.
- When the first death takes place; the
DM makes one morale roll for the remaining
characters to see if they wish to continue.
- When half of the creatures are
not free to act (bemuse they arc dead,
asleep. controlled, etc.).
The morale check is a Will save against the damage taken in that round plus the attacker's character level. It is a fear based save and mindless creatures do not need to make morale checks.
The creature gets the following bonuses (above any others granted for removing fear (bardic inspire courage, halflings etc)):
- +2 per PC slain or otherwise removed from combat (up to +10)
- the number by which the monsters outnumber the PCs (up to +5)
- +1 if the creatures are on their own turf
Magic & Spells
Spells from any of the 'Splat' books, Oriental Adventures, Savage Species, Epic Level Handbook and the 3e PHB are available.
Magic acts in the same way as in standard 3e apart from the following additions/modifications:
- Identify
- Replaced with Analyse (based on the 0D&D spell).
Analyse
Divination
Level: Clr 1, Brd 1, Sor/Wiz 1, Drd 1, Rgr 1
Components: V,S
Casting Time: Full round action
Range: Touch
Target: One item
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A spellcaster using rhis spell can handle one item and learn the enchantment on it. Helms
must be put on the spellcaster's head, swords held in his hand etc. for this spell to work.
Any consequences of this action fall upon the spellcaster.
though he gets his usual saving throws.
The spellcaster then makes a spellcraft check at DC10 to detirmine how many magical features he can deduce. He gets one item of information plus one for every 5 points above the DC10 success (two pieces with a DC15, 3 at DC20 etc).
The Immortals
Avondale fits into the Mystaran mythos and uses the Immortals listed here. If you wish your character to have a different Immortal as a patron, please ask the DM first.