House Rules
Campaign Rules and Guidelines
This document outlines the general table rules used in all games I run, along with campaign-specific rules for World of Nor.
Campaign Philosophy
World of Nor is a story-driven campaign. While combat and mechanics are important, the primary focus of play is narrative. Each session is intended to feel like a chapter in an ongoing novel that we are writing together.
To support this goal, elements of the rules, including monsters, spells, abilities, and setting details, may be adjusted to better serve the story and the internal logic of the campaign world. These changes are deliberate and are made to reinforce tone, immersion, and narrative consistency.
Rule #1: In-Game Rulings
During play, all rules questions or disputes will be resolved immediately by the GM. These rulings are final for the duration of the session. Rules arguments or prolonged discussion during play are not permitted.
Players are welcome to discuss rulings after the session and may present rules references or concerns at that time. If a ruling is shown to be incorrect, it may be revised for future sessions, but gameplay will not be interrupted to debate rules.
This policy exists to respect the time and enjoyment of the entire table. With a large group, extended arguments negatively impact everyone’s experience.
Please also keep in mind that the GM is responsible for maintaining narrative cohesion. NPCs, monsters, or magical effects may behave in ways that differ from standard expectations. When something does not function as anticipated, assume there may be an in-world reason. Characters should seek explanations through roleplay and investigation rather than player-level rules debate.
This is the only house rule that is not subject to change.
Rule #2: Classes, Prestige Classes, Feats, and Spells
Not all character options are available in the World of Nor campaign. Certain classes, prestige classes, feats, spells, or other mechanics may be restricted or unavailable due to setting, lore, or balance considerations.
Most core options are permitted, though some classes have campaign-specific modifications. Players should confirm class choices with the GM prior to character creation.
Because the campaign uses a virtual tabletop, some otherwise-permitted options may not yet be implemented. These can usually be created manually, but doing so requires advance notice. Players are encouraged to communicate their character plans as early as possible.
See the Base Classes article for details on available classes and any campaign-specific changes.
Rule #3: Magic Item Creation
PrerequisitesWhile the Core Rulebook allows creators to bypass certain prerequisites by increasing the crafting DC, this campaign applies stricter standards. Some magic items require all listed prerequisites. In other cases, the DC increase for missing prerequisites will be determined by the GM and will not be disclosed in advance.
Attempting to craft an item without required prerequisites carries the risk of failure or the creation of a cursed item.
The “Big Five” Exception
The following commonly expected magic items may receive one secondary enchantment without increasing the cost of the first secondary effect:
Cloak of Resistance
Ring of Protection
Amulet of Natural Armor
Belt of Ability Scores
Headband of Mental Ability Scores
For example, a Cloak of Resistance may also function as a Cloak of the Bat, with the secondary enchantment cost calculated as if it were the first. This rule exists to prevent mandatory items from limiting character flavor and customization.
Rule #4: Character Changes
If a character proves unenjoyable to play, players are encouraged to speak with the GM.
Mechanical Changes
Mechanical adjustments, including rebuilding aspects of a character, are generally allowed. The campaign prioritizes story and player enjoyment over numerical optimization, provided changes do not overshadow other characters.
Story Consequences
Narrative consistency is important. Past actions matter, and the story will not be rewritten to accommodate a character’s regrets or missteps.
If a character’s story choices result in a play experience the player no longer enjoys, the player may:
Adjust the character’s direction through in-game roleplay, or
Retire the character, handing them over to the GM as an NPC, and create a new character
New characters will typically enter the campaign at the party’s current level.
No player should feel obligated to continue playing a character they are not enjoying.
Rule #5: Specific Item and Feat Adjustments
Potions worn on a belt may be consumed as a move action
Reloading a sling is a free action
Other House Rules
Alternate Healing Rules (Herbology) : Expanded use of the Heal skill and medicinal herbs
Hero Points: The Hero Point system from the Advanced Player’s Guide is in use
Optional Subsystems: Some campaigns may include additional systems such as fear, sanity, or mission funding
The World of Nor

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.