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Enaronia

To protect this place

On this page I’ll post variant or house rules that I’d consider for a game ran in Enaronia.  None of this is set in stone, although I believe most of it is helpful to the PCs.

 

 

Variant/House Rules:

Clobbered variant (pg 27, DMG)

Action Points, as in the Eberron Campaign Setting.

Rolling a 1 on a saving throw means you add -1d20 to the result; still likely to fail even if your modifier is above the DC, but it’s not an auto-failure.  Only applies to PCs and other creatures/characters with action points, not yer average mook.

Massive Damage is 50 or half of the creature/character’s max hit points, whichever is greater.

Failing a save vs massive damage drops you to -1 and dying (not stabilized), not instant death, unless the hit would drop you into negative hit points anyway; in this case, failing the save does result in death.

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