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metagame:4e_d_d

4E D&D

The following are House Rules for the SisterWorlds, when using 4th Edition Dungeons and Dragons.

  1. On character creation:
    1. Characters are generated using the 'standard array' with stats of 16, 14, 13, 12, 11, and 10 mixed in any order.
    2. There are no psionicists on Gaeleth and no mages on Jazed. The classes can still be played, but considerable flavor text changes may be necessary to alter their statuses. The rule originates with a 2nd edition balancing problem, but has been incorporated into the gaming world from a story perspective.
    3. All starting characters are entitled to any unenchanted and nonmagical items listed in the handbooks at no charge. This includes basic mounts (horses, riding dogs for halflings, etc). Expensive items should reflect expansive background stories.
    4. “If you can make it, it's free.” Brewing potions, creating magical items, and so on that are part of the character allow for the creation of special items. Fourth Edition has some odd requirements for making items, so pay particular attention to feat placements.
    5. Characters may have starting magical items in value equal to their level plus four on the magic items list. In other words, a level two character would start out with 1800gp of items – the equivalent of a level six magic item. Animal companions or henchmen count as their level towards this starting value. A 2nd-level character could start out with no enchanted items and a 6th-level animal companion or a 6th-level bodyguard. That same 2nd-level character could, instead, opt for a 3rd-level henchman and a 3rd-level animal companion, or a 4th-level companion and 960gp worth of magical items (1800 - 840 = 960). Note that characters trained in Nature negate the companion leveling to some extent, as they have an animal companion of their level or lower for free.
  2. Each time a character is bloodied, they are parmanently scarred. A d20 is used to roll for scar location, as per the image locations listed below. Scars to the head may use an additional d20 roll to determine precise scar location on the head.
  3. Once retired, player characters (PCs) become non-player characters (NPCs) in the world of Gaeleth. Because the character continues to be the intellectual copyright of the player, the NPC is protected from death, essentially becoming 'immortal' in the campaign world. This applies to animal companions, mounts, henchmen, and other characters created by the player.
  4. Players in Gaeleth are expected to maintain their character page in the appropriate People section.
  5. The languages listed in the online character builders are not equivalent to the SisterWorlds across many races, times, and cultures. As such, players should consult the languages list and make changes as necessary.
  6. One round in 4E is about estimated to be between four and six seconds.
  7. Players rolling three or more 20s on a particular power or ability may be entitled to permanent bonuses. On the other hand, rolling three or more 1s on a particular power or ability may indicate a curse or cursed item.
  8. Particular materials may take enchantments more easily than others. Ebonite takes to stealthy spells more quickly; chrome molybdenum (red) steel takes to flame spells more readily; diamonds take to cold spells more readily; opals takes to enchantment spells more readily, and so on.
metagame/4e_d_d.txt · Last modified: 2017/08/27 21:58 (external edit)