DnD House Rules

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Sometimes the rules need to be tweaked, or new rules added.

Extended spell list

Spellcasters (Bards, Clerics, Druids, Rangers, Wizards, Sorcerers) now have access to spells listed in the supporting material for D&D 3.5, which are collected in a book called The Spell Compendium. Spell use is still at the DM's discretion, so please discuss this with Grimmie before-hand.

"Free" Level 0 spells

Level 0 spells are now considered "free" spells, which can be used indefinitely.

  • Allows Level 0 spell slots to have more variety
  • Allows utility spells like prestidigitation and light to be used casually
  • Allows magic users to feel more like magic users by allowing them more than X spells per day total.

The only exceptions to this are Cure Minor Wounds and Inflict Minor Wounds, as out of initiative these spells could be used to heal to full, or kill a character without any effort.

These spells have been replaced with Stabilise and Bleed, taken from the Pathfinder (D&D 3.75, essentially) rules. When preparing spells, substitute the old spells with the new ones.

Stabilise is not to be confused with the Level 2 spell in the Spell Compendium of the same name, which shall henceforth be known as "Greater Stabilise" for clarification.

Identifying magic items (To be revised, again!)

Currently there are a number of expensive and time-consuming methods in identifying magic items.

  • Identify, a spell that identifies a single item for 100gp. This spell also takes an hour to cast.
  • Analyse Dweomer, a spell that identifies items over a period of time for 1,500gp. You also need to be able to cast level 6 spells.
  • Or the only free option, Spellcraft, which sets a lofty DC of 70 for magic items

While it might be funny to watch other players put on a ring and flap their arms, submerge their heads in lakes, set fire to their hands, and jump off small ledges to find out what their latest ring does, repeating this process each time can get pretty boring. Similarly single-use items such as ammunition or wondrous items could be used up before the party have even figured out their purpose.


House rule

Spellcraft can be used to identify items in a more functional manner.

  • Spellcraft has its DC values for identification changed (see table below).
  • Cursed items have their DC for identification increased by 10
  • Scrolls take one full round to identify, all other items take one minute.

The following modifiers apply.

  • Identify gives a +20 bonus to a check for a single item
  • Analyse Dweomer gives a +20 bonus to checks for the duration of the spell
  • A relevant item creation featgives a +2 bonus to the checks, such as Craft Wands.
Item
Spellcraft DC
Scrolls 20
Wonderous items (minor) 25
Potions 25
Wonderous items (medium) 30
Weapons 30
Armour 30
Wands 30
Rods 35
Wonderous items (major) 40
Rings 40
Staves 40

Examples

A Wizard with the Brew Potion feat and a Spellcraft of 5 will have a +7 on their roll to identify a potion.

A Sorcerer with a Spellcraft of 10 casting Identify will have a +30 on their roll to identify a cursed set of magic armour (DC 40).

On a result of 30-39 the Sorcerer will identify the armour as if it were not cursed. On a result of 40+ the curse will become apparent. A cursed cloak designed to weigh the player down may be made to look like a cloak of featherfall, and only the higher result would reveal such information. Identify and Analyse Dweomer provide a large bonus to checks, and could be used if an item's authenticity is in doubt.