Errata and Rules
section will be devoted to errata and house rules. As always, I'll
try to make things as fair as possible.
Identify Magic Items
5th edition, ANY character can play with a magical item during a short rest
and know all of its abilities. I don't like this because it waters down the
game and takes away the uniqueness of the arcane caster and that only they
can identify a magic item with their identify spell.
forward, only someone with the identify spell (pg 252 of the PH) or a
special item or other granted power (as determined by the DM) can identify
the properties and workings of a magic item.
When a character is on a mount, that character is positioned in the exact
center of the space that the mount occupies, even if it means that
character is not positioned inside a square proper. A mount that is caught
in an area of effect sees its rider caught in the same area of effect. If
an attacker is within 5' of the edge of the mount's occupied space, then
the attacker can hit the rider of the mount with a 5' reach (or further)
unless that mount has special properties or the DM/character has a special
property or circumstance that takes the rider out of that 5' reach (or
The new rules are way too light
for my tastes, so I've created new grappling rules for my game, which are
Grapple is an attack roll vs. opponentís AC.
If the target is armed with a melee weapon (or is a monk with/without a
weapon) then the attacker that is attempting a grapple is at a disadvantage
for their attack roll. The exception is if the attacker is a monk that is
skilled at attacking without weapons and any monsters/creatures who have a
grapple attack as part of their normal attack.
If the grappled creature chooses to attack the grappler with their weapon,
they do so with advantage vs. the grapplerís AC.
the grappled creature chooses to break the grapple, they must make a
successful opposed check using their athletics or acrobatics check (whichever is
higher) vs. one grappler. Only one grapple can be
broken per turn, so if there are two men grappling a third, the third can
only break one per turn.
If the target is already successfully grappled by someone, then an
additional attacker(s) wishing to grapple will not be at a disadvantage,
nor will the target creature be at an advantage to attack the additional
grappler(s). In other words, the grappled creature can only attack one
grappler (of the grappled creatureís choice) with advantage.
No more than three creatures of the same size category can grapple with
another creature of the same category or smaller. If the creature being
grappled is one size larger than those grappling, then double the amount
that can grappled; two size categories larger equals quadruple the number
that can grapple.
G. Two or more creatures
successfully grappling a creature of the same size category or smaller can
attempt a pin. While having successfully grapple a creature, both grapplers
must make a successful opposed strength roll against the creature being
grappled. If successful, the grappled creature is restrained and cannot
attack. They can only attempt to break one grapple on their turn following
the pin. If they succeed in breaking the grapple, they have broken one
grapplerís hold and are no longer pinned but still grappled. If the
creature is one size category larger than the grappler, it can normally
automatically break free. This will be true of one grappler. In other
words, if a large creature is grappled by two more creatures of medium size
or smaller, it can automatically break free of one of the grapplers. The
exception is if the grappler has the grappler feat, where the break is not
automatic for the size difference.
Spellcasters who are grappled must make a DC 10 constitution check to
successfully continue concentrating on spells theyíve cast, otherwise the
spell ends. Each turn they are grappled, they must make the DC check to
maintain the spell. Also while grappled, any new spell they attempt to cast
requires the DC 10 constitution check.
Monthly expenses for Armor/Weapons/Shields
(see section under Training/Other Expenses)
Spellcasting Ready Action
See the Ready
Action rules on page 193 of the 5th ed. PH.
Wall of Force
This spell is too wonky and powerful as per the 5th
edition rules, so I simplified it. See the revised description on the
are swimming in the water, and you don't have any special abilities that
allow you to move unhindered by the water, you may attack using any means
at your disposal. The order goes like this:
1. On your
action, make a DC 10 athletics check (+1 the DC for every 25 lbs. of gear
If you fail,
you're done because you're too busy flopping around trying to keep from
drowning to do anything else.
succeed, continue to #2.
2. If your
action requires an attack roll, you will do so at disadvantage. If your
attack action is a spell that doesn't require an attack roll, then you will
roll a DC 10 conentration check (divine add wisdom bonues/arcane add
A fail means
the spell did not go off correctly due to any number of reasons due to the
water such as: your somantics were thrown off, you had trouble getting out
and using your material components, you were trying to verbalize the spell
and sucked in a mouthful of water. Remember, the DC 10 athletics check is
to see if you can keep your head above water and not sink. You are still
subjec to the roll of the tide and water getting into your eyes and mouth.
succeed, the spell goes off normally.
3. If the
spell you have successfully cast while swimming, and the spell requires
concentration. You will maintain the concentration so long as you continue
to make successful DC 10 athletics checks (while still in the water
attempting to swim). The moment you fail the DC 10 athletics check, you
must make another DC 10 concentration check to maintain concentration on
Alignments are meant to be guidelines on a
characterís conduct for the most part. I believe that alignment should be
adhered to primarily in cases where it is a specific part of a characterís
makeup, such as a paladin, or druid, etc. I will not beat you over the
head for not observing the letter of your alignment unless the above rule
applies. By the same token, any character who does a 180 degree turn from
his/her alignment may draw an inquiry from me. Experienced players need
not worry about his, since they donít have to be told all of this junk. I
just want new and wet-behind-the-ears players to know how I view this
love nothing more than someone who takes an ordinary character and plays
it extraordinarily. Give me a rich character history (that isnít
outlandish) and Iíll work it into the tapestry of the campaign. A prior
campaign with the FRM (Fine Red Mist) made me realize that in order for me to hold true to
the above promise, I really needed to make a campaign as I go rather than
try to make one from beginning to end and THEN plop the characters into
it. This way I can really have fun with each characterís
history and development. This is another reason why showing up is so
important. "Well, since Hector the Paladin isn't here today, that cool
encounter with the bad guys to rescue his warhorse won't happen." Looks
like Hector'll have to ride his battle donkey a little longer.
Another aspect of development
is what it takes for a character to live his/her/other life in the world.
See the "Training and
Other Expenses" section below.
Please use the 27 point buy system as outlined on
page 13 in the 5th ed. PH.
Starting gold is standard for each class. If you
roll less than half of what you can get, then just take half. You've been
a good little piggy in saving your coppers.
It's imperative that you provide me with a
full, detailed copy of your character sheet so that I know where you're
at. This also helps when you canít make it and we really need your
smart-assed thief to help assault the whatever. Also, how can you expect
me to kill your character if he/sheís not there? Actually, if you prefer
that your character NOT be played in your absence, I will keep
him/her out of the fray. Iíll just encase the character in carbonite and
let Jabba play handball off of it while Leia talks to it with a really bad
new combat system is slimmed down a bit, which is good. For now, I
plan to adhere to the rules in the PH.
certain there will be questions as we go, which will lead to
additions, subtractions and other warping of the rules. Here is
where those changes will be posted.
All heed the law . . .
Characters in my game shall never *EVER* be referred
to as "toons." The proper term is "character(s)."
Players shall be prohibited from referring to any
NPC in Curtis's game as "Papa Smurf" unless, or course, said NPC's actual
name is "Papa Smurf."
Windows Vista shall not, and I repeat *NOT* be
pronounced as "Veeesta" unless Speedy Gonzales is the one doing the
Huge, ugly, snarling, vicious, bloodthirsty orcs,
who would just as soon tear your heart out as look at you, shall never
*EVER* be referred to as "Orci-Poos."
Characters have hit points, not "health points,"
which is something you'd use in an Obamacare role playing game.
The DM is allowed to pronounce Trebuchet as "Tray
ps: if youíre ever in a bar, you should
never . . . EVER . . . order a Blue Moon Fizz . . .
DM vs. Player vs. Story
This game is not about Curtis vs. You. It's about you enjoying a story that Curtis lays out for you.
My priority is the story. I'm by no means a rules lawyer, so if I'm not up
on something, please understand. If I propose something and the rules in
the books say otherwise, let me know. I usually change my verdict right
away. Very rarely, Iíll say that my ruling will stand even if the rules
say otherwise. Bottom line, though, when I (or other DMs) say ďenoughĒ
then that means ďenough.Ē
I think if you can focus on the story
itself it'll be fun for you. Those who enjoy battle will get some of it.
Those who enjoy role playing and investigations will get that too. I
guarantee, if we free up our minds and not make this a player vs. DM kind
of session, or a rules haggling session, and we all concentrate on the
story, youíll find that I can put together some interesting stuff.
I've given up awarding experience points. It turned
into another numbers mess I had to deal with, and I simply got tired of
it. Not only that, there were always hurt feelings because people got less
than others and felt slighted in some way. That, and players would run off
on side adventures way too often with the mind of gaining more exps.
As long as everyone participates on a marginal level
to promote the good of the party, they'll rise equally. I've developed a
feel for when the party is ready for the next level and will raise them
all en-masse accordingly. Usually, I'll bump them up fairly rapidly until
they reach 4th or 5th level to give them some "survivability." This has
worked well and everyone seems to be happy because there is no "why is he
raising faster than I am?" to stir up things. Everyone is equal in their
progression and people can focus more on the nuance of the game rather
than the numbers.
the PH, you can forego your class's ability score increase at the
appropriate level and instead choose a feat. I'm perfectly fine with
this feature. For now, the feats in the PH are all that I'll allow.
Again, I'm trying to keep the game simple as it was when I first
began gaming over 30 years ago.
still submit feats for review by myself and my group. You never
know, I might be feeling generous that day.
This is one I'm pretty strict on. If you (and your
character) know something, but your character isn't present, then keep the
hatch battoned down. You canít give out sage if your character isnít
around, or dead, or is frozen while trying to play a cursed lute. We
wouldnít want any stray anvils hitting your character on the head and
causing damage, now would we? Helping with rules and keeping track of hit
points and dead guys and other stats as the game is going on is okay.
Your actions will speak for you, individually and
collectively, and those actions will have a significant bearing on how you
are treated as word gets around. I had a group literally torture some
innocent citizen in a church because they thought he had information they
needed. Later on, they gaped at me in utter astonishment when word got out
concerning their deed and they were literally barred from the next town.
This may be a fantasy game, but I apply real
world logic and mechanics in many cases. Please keep that in mind when
playing your character and how others react to their deeds or misdeeds.
Psionics are no longer allowed in my world.
You may encounter monsters with psionic abilities, but that will occur as
part of random encounters or as part of the adventure. You will not be
faced with psionic opponents you cannot defeat or run away from.
This may change in the future. But for now, this
is the ruling.
The races listed in the PH are
basic. You have: Dwarves, Elves, Halflings, Humans, Dragonborns,
Gnomes, Half-Elves, Half-Orcs, and Tieflings. Each listed race has
their own variants/traits/abilities.
In Irith, dragons are quite
uncommon. Dragonborn will be rare and looked upon with fear and
derision. Anyone playing a dragonborn will encounter this attitude
in nearly any civilization they visit. This can also be a problem
for anyone utilizing an uncommon race. Think of a feared drow trying
to walk among men in a predominately human town. How long do you
think those men will tolerate that drow's presence before a
confrontation of some kind ensues?
As for utilizing races not
listed here, I'll consider them. They must be submitted to me and my
current gaming group for consideration to try to weed out any
problems and to check for compatability and balance.
is a funny thing. Some people take it serious to the point of extreme,
while others look at it as a way to purge their sins in a formalized way
that will cleanse their souls, or at least their guilt de jour. In Irith,
there are a great many gods out there for all to worship, which leads to
some interesting conflicts and alliances.
The gods in my world are a mix of the most popular
and well-known real world deities, as well as those that have been used in
the D&D gaming realm.
To see the complete list of deities allowed in the world of Irith, click
promising that I'll weave your nice beautiful history into the tapestry of
the story, Iím making a commitment to you to create an enjoyable
atmosphere. In return, I ask that you show up for my game. There are
things that come up, naturally. If your attendance is bad and you always
seem to have something come up so that you are unable to make it to the
game most of the time, then I may decide to ask you to return later after
you've taken care of your life situation.
There are always exceptions and blah blah, which I'll take into
consideration, but you get my drift.
edition of DnD did well to trim down the pure amount of crap that
revolved around dice rolling. 3.5 was the ulitimate in choices, but
those choices led to spending so much time on battle and other
mechanical considerations in the game, that the story was shoved far
down the priority list.
skills listed in the PH are quite solid IMHO. Right now, I don't see
any reason to try to expand on them. Of course, I always try to keep
an open mind. If you feel the need to have a skill in the game
that's not already listed in the PH, by all means submit it and
we'll consider it for inclusion.
Training will come every 3rd level (e.g.. 3rd, 6th, 9th and so forth)
must pay 100 gp per level that you are going for starting at 3rd. If
you're multi-classing, you can conceivably have several levels of 1st or
2nd under your belt before having to shell out any cash for training.
person training you must be at least the level you are going for and in
the class you are raising in. So, to train to become a 3rd level thief,
you must find at least a 3rd level rogue. The important thing to
remember is that you must find someone in your class, so a barbarian
must train with another to go up, while a sorcerer must train with a
sorcerer to go up and so forth. Now for certain prestige classes that
have very specific rules on what a character needs to do before being
granted certain abilities (such as a stone lord), this must be followed.
So a dwarf who has the exps to become 6th level can find a 6th level
fighter to get the level. But if this same dwarf wants to become a stone
lord, they must find the appropriate place and person to train with and
follow the rituals as illustrated, in this case, in the complete
warrior. Only after following those additional guidelines will the dwarf
be allowed to gain the abilities of the stone lord.
will be allowed to temporarily gain the abilities of your new level
(i.e. 3rd, 6th, 9th and so on) once you have the exps to gain that
level. You must train before you have enough exps to go up to the NEXT
level. So, for example, Pixie the Elven rogue has just killed that gnat,
giving him the single exp to go to 3rd. He now has the hit points and
abilities of that level for his class and all the benefits forthwith.
Pixie can continue to gain exps until he is ready to go to 4th level.
But he must train. If he doesn't, he will stop gaining exps and get no
more until he does, despite any kills or adventuring he does. An entire
level should be time enough for someone to get some training before this
prohibition is applied.
Training will take one day per level (including the level you are
training for). So Bob the Cantankerous Dwarven Orc Basher, who is
training for 6th level, must spend 6 days with Grand Master Bones to
train to become 6th level.
you are traveling with a party member who is of the appropriate level
and class that you wish to train in, then that party member can train
you for the gold and time required. So, Aramel, the sweet apple, wishes
to train to become a 6th level sorcerer. Kemper the (insert snappy quip
here), who is 6th level, can train Aramel and smile while he's doing it.
The cost will be 600 gp and the time will be 6 days. Keep in mind that
if Kemper has reached the exps to go to 6th level, but he himself has
not trained yet, then he is not qualified to train Aramel until he's
Training must be completed within 2 weeks after the day it has begun,
plus 2 days for every level that the trainee is going for. So, if Aramel
has flaming sphered her way to the exps necessary to become 9th level
she must complete her training within 14 days + (2 x 9) = 32 days. This
will allow for any interruptions that might take place. Of course, any
trainer worth his/her salt will frown darkly upon any student who toys
with this stipulation and allows their training to be interrupted for
any reason other than the most dire.
Lifestyle expenses is a table on page 157 of the PH,
and something I'll be following. In addition to shelling out money at the
beginning of each month to support the lifestyle to which you've become
accostomed (i.e. Squalid, Poor, Modest, Comfortable, Wealthy, or
Aristocratic, each character will have to pay for armor and weapon
maintenance. (see the Training and Other Expenses section)
NOTE: All expenses are paid at
the beginning of each calendar month.
Equipment, (mainly armor,
weapons, and shields) get dinged and damaged and broken in the course of a
character's adventuring and need to be repaired. To keep things relatively
easy to follow while still maintaining a healthy dollop of realisim,
follow the information below.
Light armor: Padded, leather, and studded leather, require 25
gp per month to maintain.
Medium Armor: Hide, chain shirt, scale mail, breastplate, and
half plate require 50 gp per month to maintain.
Heavy Armor: Ring mail, chain mail, splint,
and plate require 75 gp per month to maintain.
Shields: Shields require 50 gp per
month to maintain.
Simple Melee/Ranged: Clubs, daggers, greatclubs, handaxes, javelins,
light Hammers, maces, quarterstaffs, sickles, spears, crossbows (light)
and shortbows require require 10 gp per month to maintain. Slings and
darts are exempt.
Martial Melee/Ranged: Battleaxes, flails, glaives,
greataxes, greatswords, halberds, lances, longswords, mauls, morningstars,
pikes, rapiers, scimitars, shortswords, tridents, war picks, warhammers,
hand crossbows, heavy crossbows, and longbows require 25 gp per month to
maintain. Whips, blowguns, and nets are exempt.
NOTE: Magical Armor/Shields/Weapons cost more to
maintain. Use the following information to determine additional costs:
+1 = 75 gp
+2 = 150 gp
+3 = 225 gp
Each magical ability = 100 gp
Artifacts are only destroyed or harmed by special
means so do not incur maintenance costs.
In Closing . . .
be intimidated by all this crap Iím throwing at you. Iím quite
flexible in allowing things. One thing you can depend upon is my consistency
in all things, especially when we all agree on something.
There are always exceptions to every rule, and I'm always open to talking
about them. What I need the most is for you to have fun and not be afraid
to talk to me if you have something on your mind. I hate to see players
stew at me when a 2-minute discussion to
clear the air would have smoothed some ruffled feathers. In return, Iíll
strive to be prepared each week with a dynamic adventure tailored to the
group in the hopes that you'll want to be here each week.