House Rules

Please find below some rules that I have for all games I GM, as well as some rules specific to the World of Nor Campaign.
The first thing to realize when playing in Nor, is that it is a story campaign. Roleplaying and combat are important but the entire game revolves around story. At the end of each session I want it to feel like you just read/wrote a chapter in a novel. This means I will change things about monsters, sometimes spells, and other things to fit the the story and campaign world.  

Rule #1. In game issues

This rule is the most important one that I have. During the game any questions or disagreements about rules will be decided by the DM there and then. There are no arguments or discussions. If you wish to contact me after the game and show where a ruling was wrong that is fine, but stopping the game to argue about a rule is not tolerated. Sometimes I will stop and ask about it, if I think it is important for what I am trying to do, but in the end I will make a quick decision and that is the end. I usually have 7 people playing. That means when someone argues there are 6 other people that stop having a good time so one can get his/her point across. I will not have them sit and listen while one person argues. This is the only house rule that will not be changed and there will be no discussion about. Please also remember that the dm is putting together a story and is trying to make it interesting and fun. Because of this npcs, and monsters may do things that are not normal or consistent with your understanding of the rules. Sometimes you will attempt something that does not work in the way you think the rules say it does. In these cases there may be an in game reason. Think of the difference from your character's point of view. Instead of arguing about how the spell is supposed to work differently, your character should be looking for a reason it did not work the way he expected.
 

Rule #2. Classes, Prestige Classes, feats, spells, etc.

In keeping with the spirit of the campaign, not all options are readily available. There are some classes, feats of spells that are just not available in the campaign world. The decisions around this availability may be due to a number of factors.
Most Core Stuff is allowed, but there are a few small changes to classes. Check with me on the class you are playing. Since we are using a Virtual Tabletop some items from the core book may not be avaialble yet, even if they are allowed. For most of these I can build them, but it takes time. Its best to let me know as early as possible what you want to play.
See the Base Classespage for more information on Base Classes and any changes to them to fit the campaign.      

Rule #3 Magic Item Rules

Magic Item Prerequisites: The core Rulebook allows you to skip some prerequites by increasing the difficulty. I am a bit more strict with this. For some items, you must have the prerequisite. For other the DC to create the item without a prerequisite will be increased at my discretion. It also will not be disclosed. You will have to take a change on your creation role, and risk creating a cursed item.
The big 5 items can be enchanted with a secondary effect without increasing the cost for the first secondary effect. (EX: Cloak of resistance, can also be a cloak of the bat, and the cost of the secondary enchantment, will be calculated as if it is the first enchantment. This is so you don't have to choose between a cloak of resistance (Which is almost required) and another cool cloak option.

Rule #4 Changing your character


There are times when the character you think would be a blast to play, isn't. Sometimes it is due to the way you leveled, or the mechanical choices. Sometimes it has to do with the role-playing choices of story. If it is mechanical, let me know, we can change things. I am more of a story DM and am not concerned with scores, and abilities and those types of things. As long as your choices are not overshadowing everyone else then I am fine with things.
Story I am a bit more concerned about. The world has functioned so well, I think because of its consistency. I have played in game where what you did three weeks ago had no bearing on the current week. I never liked those games, and try to run a game that is different. This means I will not rewrite story for a character. If your character is not fun because of decision made during a game, or because of the way your role-played him, you have a choice. Change in game, or scrap the character (Handing him to me as an NPC), and start a new one. The new character will usually start out the same level as the rest of the party. No one should have to play a character they are not having fun with. If you are, please let me know.
 

Other House Rules

Alternate Healing Rules(Herbology)- Using the heal skill and magical herbs.
Hero Points - We are using the Hero Point system from the APG
Plot Points- Points that can be uses to change the narrative in small ways.
Other mini game systems - Some campaigns may use other optional rules, like fear/sanity, or mission funding.
The World of Nor

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Comments

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Feb 18, 2023 00:05

Rule Number 1 is perfect! I have lived by this rule for a very long time. I also do not allow books open on a players turn.


Graylion - Nexus   Roleplaying
not Ruleplaying
not Rollplaying