Game Pages
| Cormyr | update 04/18/05 | Inn diagrams | updated 03/01/05 | |
| Dawngleam info page | updated 08/01/05 | Trading info & towns | updated 03/01/05 | |
| Dawngleam map | updated 08/01/05 | Investments | updated 03/03/05 | |
| Closeup of Inn property | updated 03/03/05 | Ships of the Sea of Fallen Stars | updated 10/01/06 | |
| What's where page (maps) | updated 10/22/06 | Calendar | updated 03/03/05 | |
| Red Knight Temple | updated 03/06/05 | Aptment house | updated 03/06/05 | |
| Tools | update 10/22/06 | Boarder Kingdoms | updated 10/22/06 | |
-------------------------------
Copyright notice: I own nothing on these pages. Everything is either owned by Wizards of the Coast or is the property of other people cited.
-------------------------------
House Rules - updated 12/17/04
These will be added toand updated as needed.
Game Rules: Ok, anything written in the Core Rule books (DMG, PG, and MM ) are rules. I won't change them unless I have a damn good reason, or like the language rule and the initiative roll, I find something that I think they "dumbed down" for the kids and I think it's not so cut and dry, or think another way makes better sense. Also, if it's in any of the Forgotten Realms 3 or 3.5 books, it's a rule. With the same exceptions as mentioned above and any necessary changes to update the books from 3 to 3.5. The books I mentioned above are the rules, everything else published by Wizards of the Coast is option. That mean's all those other books can be used, it's just that, well they're optional. We can use stuff from them, or we can't. All questions to be decided on a case by case, not book by book, basis.
-------------------------
Languages: each language is now a skill that has two parts: written and spoken. The skill checks are automatic if your rank + intelligence bonus = the DC. Languages have to have points put into them before you can attempt a check.
|
DC
|
Spoken | Writen |
|
1
|
Beginner. You know how to say food, bathroom, etc, but can't really speak or understand much more than that. | You can write your name. |
|
5
|
Basic language skills. Think ESL student after 1 month | Read and write at 6th grade level. Very crude penman ship. |
|
10
|
Speak like a native, but have trouble with slang. Bit of an accent. | Read and write, high school grad level. |
|
15
|
No accent. Still have some trouble with cultural references. | Read and write at college grad level. |
|
20
|
You are a native. | Same |
|
30
|
You are an expert in your chosen language. | Same, and an excellent speller to boot. |
Each skill point you put into a language is equal to 2 ranks. You have the option of putting points into just the spoken or written aspect. If you do this, each skill point is equal to 4 ranks. Beginning languages: Your automatic languages you have a rank of 20 in, your bonus languages you have a rank of 10. Alternatively, you can take your intelligence modifier multiple it by 5, and treat them as skill points, following the above rules, but points that can only be used for bonus languages how ever you wish. i.e. if you had 10 points you could put 10 ranks into two language skills each, or put 10 ranks in to four spoken languages, but not be able to read those languages. Barbarians: they have the above ranks as above, but only in the spoken language.
---------------------------
Characters may take any one skill that fits with their history and background as a class skill with DM's approval.
Every three levels, when a character normally gain a Feat, he can exchange his Feat to get double his number of Skill points.
Rangers can select an organization (at the DM's approval) as a favored enemy.
----------------------------
Ok, here is how my modifications to the crafting rules will work:
The general rules in the Players Handbook (p70-71) with these changes/exceptions:
The artisan's tools for the various crafts:
I'm going to use the tools listed in Aurora Catalog. Master work tools cost 50% more.
When calculating amount of work done, do not translate the number into sp, leave them in gp. When calculating the amount of work done during a day, us sp instead of cp. You can not take 10 or take 20 when crafting an item.
Crafting with any special material is more difficult than normal. Items made with special materials are considered Masterwork items. The difficulty modifier added to the DC chart on p71 is listed below:
Material from the DMG:
Adamantine: +7
Darkwood: +3
Dragonhide: +4
Iron, Cold: +5
Mithral: +6
Silver, Alchemical: +3
Material from Magic of Faerun:
Arandur: +3
Copper: +2
Darksteel: +3
Dlarun: +3
Duskwood: +4
Fever Iron: +4
Gold: +2
Hizagkuur: +4
Living Metal: +6
Platinum: +1
Silver: +1
(difficulties were calculated using an abacus, a complex formula using the materials toughness, hit points, value, and a dart board)