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metagame:5e_d_d

5E 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 2d6+6 method. Players may arrange the six stats in any order they choose.
    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.” Characters able to craft items may start with a plethora of those items they have already created. For example, a starting 3rd-level wizard would start with whatever common or uncommon items they choose.
  2. Each time a character is bloodied (i.e. dropped to 1/2 their maximum hit point value), they are permanently 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 many 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. 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.
  7. 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. Wizards using special inks or scrolls of high quality can copy spells at reduced prices or in reduced times.
metagame/5e_d_d.txt · Last modified: 2021/09/28 15:47 (external edit)