The Korand Campaign
Basic but Fundamental House Rules
Currently Legal Race and Classes
Only currently legal class is human.
All power sources legal except for primal.
Generating Ability Scores
Follow these steps:
- Create a value by rolling 4d6, re-roll 1’s, remove lowest roll then add together the remaining numbers
- Create as many values as you desire, minimum six and record them in the order created
- Choose a set of six in a consecutive row
- Assign values from your chosen set to ability scores (Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma) per your choice
- Follow rules of character per generation according to legal books
Instead of 1d20 for combat rolls and skill/stat checks, we use 2d10. 1d20 is still used for saving rolls. I prefer 2d10 because it emphasizes the importance of strategy, tactics, combat advantage and temporary adjustments to AC/attack rolls.
- Natural 20 = full crit, follow the game rules for a natural 20
- A natural 19 = 3/4 crit, at least cause 3/4 damage but nothing additional per game rules
- A natural 18 = 1/2 crit, at least 1/2 damage but nothing additional per game rules
- Natural 2 = fumble, gives adjacent melee opponents opportunity attacks
On a natural 20 critical hit, roll 2d10 a second time for possible double or triple damage:
- 20 = triple damage
- 19 = double damage
- 3 = double damage
- 2 = triple damage
In addition to getting experience from combat, experience is awarded for role playing, team play, successful skill checks, coming up with clever ideas (especially if they’re better ideas than I had planned for) and generally accomplishing things.
Leveling up doesn’t occur automatically. Up to 6th, it requires training by someone of a higher level (don’t worry, it won’t be hard to find someone to train you). At 7th level or higher, characters can train themselves but will take more time. Training takes time and costs money. A character stops gaining experience when they have enough experience to level up until they get the training to level up.
Player performance of their character will be rated from 1-4 (1 being the best & 4 being the worst) for each game session they participate in. Performance rate will be based on
- The behavior of the player character fits class categories (defenders defending, strikers trying to maximizing their striking, leaders using their powers and abilities to heal and augment the party, controllers controlling and spreading damage out)
- Fitting more specific class behavior
- Yamming up the role playing
- Having the players acting in character (one session in another group, players ended up boxing with some zombies because it was funny. . .but it wasn’t in character)
The mean average of these ratings determine the length of time (thus cost) training required to level up. Self training requires double the time (thus double costs). At 21st level, though the double time will go away.
Weather will be incorporated into the game. Hopefully I will get into the habit of having it affect combat, skill checks, etc. I’m still getting used to it, though, and figuring out how to have it affect all that stuff.
In general only lawful good, good and unaligned characters allowed.
Evil and chaotic evil characters allowed at discretion of dungeon master. Basic requirements for evil characters:
- Awesome story to explain why the character is working with the party
- Player has the chops to role play the character without spoiling fun for the whole party
Characters start with 100 gold pieces. Use that money to purchase mundane equipment, mundane weapons, mundane armor and/or alchemical products (alchemical products found in Adventurer’s Vault) before play starts.
Any remaining funds left over after initial purchasing of equipment, weapons, arms and alchemical products remain with the character. The only difference is that the name of the coins will be different to reflect currency of the Kingdom.