House Rules

RR will be a fairly different style and feel for Pathfinder. The goal of these changes is to aim for a more gritty, realistic-feeling game.

Pathfinder Rules Changes

  • We’ll be using a 3d6 instead of a d20. One d6 is a ‘Wild’ die, and if that die is a 6 (or 1), and another of your dice is a 6 (or 1), you’re rolled a ‘20’ (or 1). This makes crits/fumbles a 1/18 chance, and makes ‘average’ results more common than extreme results. Also note this increases the values of flat bonuses, and reduces randomness
  • Magic will work substantially differently in this campaign
  • Unavailable Classes: Pure caster classes are all Mages, Alchemist, Gunslinger, Summoner
  • Alignment does not exist as a mechanical concept. Spells that detect/effect it do not exist
  • Don’t rely on player knowledge about monsters, magic, etc. Your characters are ignorant of most of this, and do not currently have access to better resources to learn more. As much as possible, approach the world with fresh eyes
  • We’ll be using the Slow XP table, and players are encouraged to view advancement of their character in overall terms, not just their class levels. Equipment, relationships, knowledge, and fame/infamy are all going to be very important pieces of character power
  • Through gameplay, players will gain additional mechanical advantages – traits, skill points, feats, etc. Tonoril is a magical place, with much knowledge and power that has been lost to the ages
  • The setting will change some normally-handwaved things – for example, selling things isn’t a matter of “get to town, get 50% in gold” – you’ll be dealing with townsfolk and will need to actively sell them things (at least to start). Folks will want most things – trade is scarce after all – but barter and exchange of services might be more common than hard coin

House Rules

Of Reclaimed Renown GraysonAC