
The sacred laws that govern our epic adventures, refined through three decades of friendship and storytelling
These house rules have been carefully crafted to enhance our storytelling experience and maintain balance throughout our Reign of Winter campaign. They represent years of refinement and group consensus.
No third party products are permitted in this campaign.
We will be playing Gestalt characters for enhanced power and versatility.
Any non-evil alignment is allowed.
Use Maximum Hit Points for all characters.
Bleed is not used
A roll of 20 is always a critical, unless a 20 is the only way you could hit the opponent. In this case, the Natural 20 is still a hit, but must be confirmed to be a critical.
Diagonal movement is 5' per square - no square counts double
A roll of 20 is always a success, a roll of 1 is always a failure.
Spell DC is based on the highest-level spell the caster can cast, not the spell's actual level.
Cannot be damaged or broken unless specifically targeted (unless their description says otherwise).
Modified fear stages:
-2 penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks
-4 penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks. Cannot take full round actions
-6 penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks. Can only take 1 action per turn
Modified sickness stages:
-2 penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks
-4 penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks. Can only take one action per turn. Cannot cast spells with verbal components
These house rules have been refined through decades of friendship and storytelling. They serve to enhance our shared narrative and ensure balanced, enjoyable gameplay for all.