The Seriathior Campaigns
House Rules

  1. Role-Playing v. Roll-Playing:This is a role-playing campaign. As such, rules and dice rolls will be ignored if a situation is better handled through role-playing. Die rolls have no sovereign power to act on the world, and the DM does not have to accept any roll as the final arbiter of reality.
  2. Role-Playing v. Rule-Playing: Because of the emphasis on role-playing, rules will be changed or not used if they hinder the role-playing process. Similarly, the campaign world is one that is designed for interesting play. Do not expect to see everything the way it is in the rules books. Also, do not tell the DM how the rules work, or that the rules say something different than the DM. The DM's rulings are final. (please do not argue, it detracts from the enjoyment of the game and creates an unnecessary interruption. If you disagree with a ruling, take it up with the DM outside of game time. The DM is willing to listen to any reasonable arguments and explain his rulings outside of game time.)
  3. Rules Used: This game uses the AD&D Rules, with the Skills and Powers supplement. This document will list all house rules and changes and limitations to those rules. The Players Rulesbooks for this campaign are: Players Handbook, Tome of magic, and Skills and Powers. The Referees rules books include the above, plus the Dungeon Masters Guide and Monstrous Compendium.
  4. Character Races: The following races are currently available for play: Human, Elves, Dwarves, Goblins(DM), Orcs(DM), Ogres(DM's Permission required), and Halflings. All races are as listed in the Players Handbook unless other wise noted. Other races may be allowed at the DM's Discretion. Racial Abilities must be bought as per Skills and Powers.
  5. Player Characters: All characters must be approved by the DM before play. All characters must have a brief (5-6 sentences) written background with them (more is better). This background must be complete enough for the DM to fit the character into the world. The DM has an aid if you cannot think of an appropriate background yourself. The background should have a statement of the characters goals in the campaign (2-3 sentences).
  6. Character Classes: All players handbook classes (except Bard) are available for use. Notes on individual classes are below. Not all Complete Character books are being used. The use of any kit or non-standard class/race is optional, and the DM has the right to cease their use at any time.
  7. Fighters: All three fighter types are available. Weapon-group proficiencies, Style specializations, and the Int-prof rules will be allowed for fighting classes only.
  8. Mages: Mages get bonus spells for high Intelligence (use the table for clerics/wisdom) of the level that they are currently able to use. Mages must indicate which spells they have memorized at the current time. The DM may call for this list at will. As with all spell casters, the DM has the right to call for a casting roll when a spell is attempted. Some spells may have been altered or removed/added to the spell lists. For Example, Magic Missile has been changed to grant a THAC0 of 12, making a To Hit roll necessary.
  9. Rogues: Thieves are the only rogue class available for play.
  10. Clerics:,/b> All Priests are specialty priests designed for a specific Deity. The DM designs all faiths. To be a preist of a specific faith, you MUST buy all the delineated abilities, no exceptions. Very few faiths have been completely designed at the current time, so please talk to the DM.
  11. Experiance and Levels: All characters start with 0 experience regardless of starting level. Earned experience is assigned by the DM and is not subject to debate. Level advancement is likewise subject to DM control. The DM may, if he chooses to, institute additional requirements or limitations on level advancement, such as training. This is to prevent some characters from advancing every week and reducing the enjoyment of the group as a whole. The DM has final say on when level advancement occurs, and this also is not debatable. Extra experience can be earned by keeping a character diary (see DM for details).
  12. Character Points: Extra character points may be given out after each session at the DM's option. These points can be used immediately or kept for later, subject to any training requirement the DM institutes. (NOTE - This may later be changed to a rolled character advancement Chaosium-style).
  13. Stuns, Knock-outs and Knockdowns: A character that takes more than Half of the Fitness from a single attack must make a FITNESS roll or be Stunned and unable to attack or flee for d4 rounds. A character who takes more damage than their Fitness from a single attack must likewise make a FITNESS roll or be knocked Unconscious. A character that takes more damage than their Muscle from a single Physical attack is knocked down by the force of the attack.
  14. Initiative: Roll a d12. Add Reaction Modifier and subtract Weapon or Spell Speed. Players and the DM declare actions in the order of lowest Initiative to the highest, and resolve actions from Highest to lowest. If multiple actions are available to a character, they take place at an interval of 6 iniative phases apart.
  15. Automatic Effects: There are no "automatic actions" in this game. Everything requires a save or hit roll. For Example: Magic Missile has a THAC0 and the mage must make a hit roll. Sleep now requires a saving roll. This rule should make things more fun for everyone.
  16. A Note on Magic Items: Magic Items are given out as the DM sees fit as a reward for good play and successfully completing missions. The players do not have a right to magic items, and if Magic is being abused the DM can remove it from play (God giveth and god taketh away). The same is true for new spells. Spell knowledge is the most closely guarded treasure of all.
  17. Survivable Encounters: The DM will not place the players in a situation where they are incapable of achieving a positive outcome (although the DM doesn't have to make it easy on the players). The DM will not use Powers/Abilities that the party is totally incapable of countering or matching. Conversely, the DM will (probably) use encounters that match or challenge any special abilities the players have (for example: the characters can expect encounters with psionic creatures if there is a psionicist or random psi with the group).
  18. Spell Rolls:Each School of Sorcery or Sphere of Mysticism has an associated skill that represents the spell casters ability to manipulate the forces represent by the school or sphere. The skill is gained automatically when the sphere or school is purchased and is at (Reason or Intuition)-8. In times of stress or problems a roll against this skill may be necessary to cast a spell, at the GM's Discretion.

WARNING - THE MANAGEMENT RESERVES THE RIGHT TO ALTER, ABOLISH, OR
ADD TO THIS LIST AT WILL.

Armor Ratings

Armor TypeACAV
Padded01
Quilted01
Leather02
Studded Leather03
Ringmail03
Scalemail04
Chainmail05
Banded06
Small Sheild+10
Medium Sheild+20
Large Sheild+30
Optional Hit Location Table
roll loc  %HP
1    lL   __
2    lA   __
3    lL   __   
4    MB   66
5    MB   66
6    MB   66
7    rL   __   
8    rA   __
9    rL   __
10   H    33

Notes: remember total HP and Stun/KO rules

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