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Slumbering Gods Campaign - Rules Items

 

Introduction:

The purpose of this section is to acquaint players and the GM with the optional rules, rules changes, and rules assumptions to be used in the Slumbering Gods Campaign.

Items are listed by topic, with a parenthetical article showing tome and page number where applicable)

Maximum Number of Spells per Level Optional Rule (PHB 17):

This rule is being used as written. I want to reward those players who roll high intelligence.

Optional Racial Adjustment for Charisma (PHB 18):

This rule is being used. Unadjusted charisma applies to beings of one's own race, while the adjusted figure applies to beings of other races.

Weight/Height/Starting Age (PHB 24):

These will be rolled randomly, with ridiculous results adjudicated by the GM.

Thieving Pick Pockets Level Based Modifier (PHB 39):

This rule is being used. It makes it harder for a thief to pick a higher level person's pockets but easier to pick a lower level person's pockets.

Ethical Alignments (PHB 46):

Law and Chaos have no effect on game play. Characters do not lose any XP or have any penalties for switching between the two, except where a character class proscribes an ethos. However, someone who constantly switches back and forth is really just being Chaotic.

A Know Alignment spell will still detect Law vs Chaos, but that doesn't mean much in Therra; it merely gives a bit of insight into a person's personality.

The only time Law and Chaos matters is with a character class like a Paladin, where the character class itself is behavior based.

Proficiencies (PHB 50-65):

Weapon proficiencies will be used, as will non weapon proficiencies. This proficiency system adds a lot to the game and is as detailed as the Champions System. It also goes a long way towards allowing for character variety and flexibility (i.e. a mage with herbalism and healing proficiencies can function as a minor cleric).

Secondary skills will only be used for NPCs.

Equipment (PHB 67-69):

Full Platemail and Field Plate are not only expensive but very rare. Anyone wearing it outside of a tourney, parade, or battle (i.e. walking around town) is likely to be regarded as a freak, eccentric, crazy, dangerous, etc.).

Arquebus are only generally used by Dwarves, and they guard their stashes of gunpowder very carefully.

Galleons are not present on Therra.

Encumbrance (PHB 76-79):

I am using Specific Encumbrance (page 78), Encumbrance and Mounts (page 79), Magical Armour and Encumbrance (page 79), and Effects of Encumbrance (page 79). All these encourage lighter armoured people.

Illusions (PHB 82):

In Therra, most Illusion spells are strictly intangible illusions, which can fool the senses, but not enough to cause damage. See the spell errata below. I hate the idea of a first level wizard spell (Phantasmal Force) being able to kill hordes of people who fail a system shock. After all, clever illusions are in and of themselves nasty enough.

Spell Components (PHB 85):

I am using spell components. They are fun and generate a lot of colour and adventures in and of themselves. I will assume that mundane spell components that are non-bulky are carried at all times. To assume this, 3 pounds must be added to a character's encumbrance.

Weapon Type vs Armour Modifiers (PHB 90):

Superceded by Players Option

Standard Initiative (PHB 94-94):

Superceded by Players Option

Group Initiative (PHB 94-95):

Superceded by Players Option

Specific Initiative (PHB 95):

Superceded by Players Option

Weapon Speed and Initiative (PHB 96):

Superceded by Players Option

Magical Weapon Speeds (PHB 96):

Superceded by Players Option

Parrying (PHB 100):

I am using this rule. It is especially good for Wizards who accidentally get caught in combat.

Wounds (PHB 104):

When a being takes over quarter damage he is wounded significantly.

If current hp are between 51% and 75% of total, DEX is lowered by 1 and to hit chances are lowered by 1.

If current hp are between 26% and 50% of total, DEX is lowered by 2, to hit chances are lowered by 2, damage inflicted per hit is lowered by 1.

If current hp are between 1% and 25% of total, all the previous adjustments are doubled.

With all of these adjustments, dex based penalties can never be more than if the being had a dex of 3 (unless his dex is naturally lower than that).

Thus, Beuregard the Fighter with 28 hp normally who has taken a beating and now has 5 hp left. If his dex were normally 17 and he wore Platemail and a Shield, his AC would be 2, he would have a +0 to hit with missiles and be +0 on saving throws that are dex based. He would be surprised 3 in 10. His THACO would increase by 4 and his damage inflicted on a hit would decrease by 2.

This rule was put into effect to simulate simply the effects of being wounded, rather than the AD&D item of fighting at top form and then suddenly keeling over.

Character Death (PHB 105):

I am using the alternative system in the DMG, modified as follows:

When a player reaches zero hp, he becomes incapacitated. There are various stages to incapacitation, outlined below:

Stage 1 (normal incapacitation) Occurs from 0 hp to -hp equal to the level of the victim (minimum of -1, maximum of -5). No bleeding. Subject can be heroic and act if a Con roll is made, but that causes bleeding.

Stage 2 (Bleeding) Occurs from stage 1 to -hp equal to 2 times the level of the victim (minimum of -2, maximum of -10). Bleeding occurs per the DMG, 1hp per round. No heroic actions allowed.

Stage 3 (Death) Occurs from stage 2 onwards. Unless imbued with a special power, all beings are dead at -11 hp.

Jogging and Running (PHB 120):

I am using this rule, as it puts AD&D movement speeds in line with real life (a full sprint by a trained athlete completely unencumbered can reach as much as 600 yards per minute, which comes to about 20-25 mph).

Adjudicating Illusion (PHB 130):

Some illusion spells have been changed below.

Phantasmal Force (PHB 137):

This spells will only cause system shock or fainting under very extreme circumstances (like a maiden seeing an illusion of her lover's heart being ripped out and eaten by a horrible monster). In 99% of all cases, illusions are trickery designed to fool certain senses until other senses tell them otherwise. Thus, a falling stone block illusion, even if believed, might cause the victims to scream, fall to the ground, and throw up their shields (i.e. you have rattled them and gained a round of free action) but will not harm them. It will simply pass through them.

Continual Light (PHB 140):

This spell is not really permanent, but lasts 1 day per level of the caster. I don't like the idea of being able to permanently blind a creature with this spell nor the idea of a city filled with thousands of these things.

Improved Phantasmal Force (PHB 142):

Same as Phantasmal Force.

Invisibility (PHB 142):

Most beings in Therra know about invisibility, and will be quick to suspect its use when things don't feel right. Also, this spell will not last more than a day in practicality, due to the problem of dirt accumulation et al.

Levitate (PHB 143):

This spell will not work on unwilling creatures. While it will work on objects in the possession of an unwilling creature, the force exerted is not great and the object can be grabbed and held down. However, if the weight of the object and the thing holding it is less than the spell's capacity, both objects will levitate, the one holding the other.

Thus, the wizard cannot levitate Grummnar the Orc, but could levitate his armour, Grummnar would then, if he failed a saving throw, have to remove himself from his armour quickly enough to survive the fall.

I made this modification because I really didn't want a second level save or die spell, which is what this is outdoors.

Spectral Force (PHB 153):

Like Phantasmal Force, this spell usually does not cause damage or death. However, since thermal illusions are included, this spell can cause pain if a fire was created, for example. The pain is illusory, and damage caused against hp are temporary, lasting only until the illusion ends or is disbelieved or until a significant amount of time has passed. If hp are reduced to zero, the victim faints for a period of 20-Constitution in minutes and wakes up with no adverse effects.

Phantasmal Killer (PHB 160-161):

If the beast hits, a system shock roll must be made. If failed, the victim dies. If successful, the victim collapses catatonic for 20-Constitution turns.

I dislike save or die spells at this low level.

Polymorph Other (PHB 161):

There is no system shock roll for this spell. Otherwise, it becomes a save or die spell for people with low Constitutions. The spell is already risky enough because of the potential to have one's personality subverted.

Advanced Illusion (PHB 164-165):

See Spectral Force for details.

Animate Dead (PHB 165):

This spell is generally regarded as evil and only used by evil or neutral wizards. Further, no mage or priest may have more undead animated at one time than twice his level. Necromancer specialist mages may double that allowance (i.e. 4 times).

Conjure Elemental (PHB 166):

The 5% chance of turning on its conjurer is rolled every turn, nor every round. It is rolled in the second round of the first turn, and thence on the first round of every subsequent turn.

Rolling every round for a spell that supposedly lasts 1 turn per level is ridiculous.

Contact Other Planes (PHB 167):

Outer Planes actually mean the consciousness of the slumbering gods or other beings in the Ethereal Plane that are far removed from the world. The Optional rule regarding outer planes is not used, since alignment-specific planes do not exist.

Shadow Door (PHB 171):

If the invisible wizard attacks, the spell is broken.

Wall of Iron (PHB 172-173):

A wall falling on creatures does not actually automatically kill them, but for each 1/4" thickness of the wall (i.e. each level of the caster), a D10 of damage is done. Save vs Death eliminates all damage, and Huge and Gargantuan creatures are also immune.

Death Spell (PHB 175):

Creatures slain by this spell can be raised or resurrected.

Disintegrate (PHB 175):

This spell only affects non-living objects. This means certain constructs can be affected. While many may think this ruling underpowers this spell, it is still awesome for escaping places, bypassing places, and disintegrating an opponent's gear (imagine a 15th level mage with a staff of power now being compeletly naked and with no spell components!).

Permanent Illusion (PHB 180):

See comments under Spectral Force

Programmed Illusion (PHB 180):

See comments under Spectral Force

Finger of Death (PHB 184):

Victims of this spell may be raised or resurrected.

Permanency (PHB 190):

This spell may also be cast upon a continual light spell, light spell, or darkness spell. However, such spells cast upon an individual's optical senses may not be made permanent.

Statue (PHB 187):

There is no system shock roll for this spell.

Weird (PHB 197):

These illusions can kill.

Continual Light/Darkness (PHB 209):

This spells lasts 1 day per level of the caster.

Cure Disease (PHB 209):

When cast by a 12th level priest, this spell DOES cure Lycanthropy, which is a hybrid between a curse and a disease.

Remove Curse (PHB 213):

When cast by a 12th level priest, this spell DOES remove Lycanthropy, which is a hybrid between a curse and a disease.

Character Creation (DMG 9):

I am using method II, which is take each stat in order and roll 3D6 twice and use whichever is desired. If the character created is undesirable, it can be trashed and then a new one may be rolled. That new one must be kept.

All persons rolling a character must first roll percentile dice. A roll of 01-25 indicates that the player may choose to roll a demi-human character.

Slow Advancement (DMG 14):

All demi-humans but Halflings require 2x the normal experience points to advance. This in compensation for their mahy special abilities and for the fact that they are so long-lived that they have a different outlook on progression.

Halflings require 1.5 times the experience points to advance.

Exceeding Level Limits (DMG 15):

I am using this rule. Demi-humans with high ability scores in their prime requisite may advance up to their level limits with no penalty (beyond the slow advancement penalty - see above). After that threshhold, they may continue to advance to unlimited levels, but every multiple of their allowed level doubles the experience requirement.

For example, Ongosood the Halfling is a Fighter with a Strength of 16. Normal level limit for Halfling fighters is 9. With his high strength, he may progress to 11th level. Up to 11th level, he requires 1.5 times the xp of a comparable human fighter because of the previous rule (above). When he reaches 11th level, he requires 3 times the normal xp amount to progress to 12th level (1.5 times 2). When he reaches 22nd level (if he ever does), then his xp requirement doubles again to 6 times the normal xp amount. If he should somehow reach 33rd level, then he thereafter requires 12 times the xp amount to advance.

This rule is enacted to explain why 1000 year old elves are not all 45th level.

Creating a New Character Class (DMG 22):

There are enough options with the kits. I am not using this rule.

Horse Traits (DMG 36):

I will be using this when appropriate.

Armor made of Unusual Metals (DMG 37):

I am using this rule.

Initial Wizard Spells (DMG 41):

Each wizard will start with 3D4 first level spells. Of these, Read Magic, Detect Magic, and Cantrip will always be chosen and need never be rolled for understanding. Of the remaining, the player may choose 2 spells to attempt to learn. All remaining are randomly chosen. If the player's chosen spells are not understood, then they are replaced randomly. If all spells are checked and because of misunderstanding, the 3D4 spells allotted are not reached, then the player starts with fewer spells. The player will never have more than his maximum allowable per level. These are taken from random spells first.

Going Up in Levels (DMG 41):

See my rules on training below.

Determining Spell Components (DMG 44):

All wizards who have access to civilized areas are assumed to carry 3 doses of material components for each spell in their spell book PROVIDED that the components are easily available, cheap or costless, weigh negligibly, and is easy to transport in a useable condition. All other components must be accounted for separately.

For example, to cast spider climb, a wizard needs to eat a live spider. Well, spiders are easy to find and cost nothing, but how does one travel hundreds of miles with a spider? How does one feed it, let is breathe, keep it contained and unjostled, etc?

Researching Extra Wizard Spells (DMG 44):

I am using this rule.

XP for Cash Value (DMG 47):

I am not using this rule, as treasure is its own reward. Of course, some classes get XP for treasure anyways.

Individual Experience Awards (DMG 48):

I am using this rule, especially for good roleplaying.

Training (DMG 49):

Training is required for some things and not for others. Increase in hp, THACO, or saving throws requires no training. Almost all other abilities and proficiencies require training or self research. Advancement in these items may occur in three ways:

1) The character may look for formal training. This process is described in the Training rules in the DMG.

2) The character may state that he is practicing a single item or two or a tight group of items during his off hours. If substantial practice time and opportunity has been available, then the character can have self-trained in any items the Dm deems appropriate.

3) If the character has used an ability or attempted to use it a lot during the last level, he may be assumed to have self-trained through experience.

Thus, let us say that Growin the Fighter is 5th level and is non-proficient with axes. He wants to use his upcoming new weapon proficiency slot at 6th level to be proficient with axes. He could:

1) Wait until he reaches 6th level and then purchase training in a town.

2) Announce at 5th level or before that he spends several hours each morning before dawn practicing with a battle axe he found.

3) Pick up the axe and use it frequently in combat at his non-proficieny penalty.

Items subject to training include, but are not limited to, Thief skills, Spells, Proficiencies, racter Class abilities, priestly abilities.

Weapon Type versus Armour (DMG 52):

Superceded by Players Option.

Impossible to Hit Numbers (DMG 53):

If a roll greater than 20 is required to hit, a natural 20 must be rolled and an additional roll must equal or exceed the to hit number minus 20.

Optional Initiative Rules (DMG 56):

Superceded by Players Option.

Pole Arms and Weapon Frontage (DMG 58):

Superceded by Players Option.

Shields and Weapon Frontage (DMG 58):

Superceded by Players Option.

Critical and Parrying (DMG 61):

See my notes on the PHB verisons of this rule.

Morale (DMG 69):

I will only use this sparingly. Morale will generally be DM's call, not a dice roll unless a spell effect requires it.

Specific Injuries (DMG 74):

I will generally not be using this rule.

Hovering on Death's Door (DMG 75):

See my death and dying rules from the PHB notes.

Aerial Combat (DMG 77-78):

I am using the more detailed rules on page 78 when important. Otherwise the tournament rules will be used.

Artifacts and Relics (DMG 89):

Of course these exist, but they are my own creations.

Optional Infravision (DMG 119):

I am using this rule on realistic infravision.

Optional Degrees of Darkness (DMG 119):

I am using this rule.

Terrain Effects on Movement [and Darkness and Ice] (DMG 124):

I am using these rules.

Terrain Modifiers (DMG 125):

I am using this rule.

Command Words (DMG 151, 154, 156):

Some wands, staves, and rods have command words, some do not.

Magic Items (various):

Items keyed to Law or Chaos do not exist or ignore those distinctions if also based upon good or evil.

Wild Magic (TM 4):

I am using this. Wild Mages are rare and feared and more common in the East.

 

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