This is an overview of house rules used in the Coin & Blood campaign, and likely any campaign I’ll be running in this world.
- Flaws – Are ok. Almost all of them, but you have to check with me first.
- Skill Bonus – Every player get skill bonus, which is added on top of all other bonuses. It’s to help cross-class use of skills as it’s a skill-heavy world.
- Damage Conversion (AC) – Armoured characters take less lethal damage, as in Unearthed Arcana with a small alteration.
- Wounds – Mainly for RP, but also to make the world more gritty. It adds the need for characters to think of healing up between fights without increasing the chance of randomly dying way too much.
- Death – Death, Shock and damage. Small alterations, primarily added Shock to go with serious wounds in order to increase interesting aspects of combat while trying to keep random death rates from spiking.
- Damage and Healing – Increased detail to go with wounds, primarily. There’s now also an incentive to sleep comfortably.
- Hit Point – Brief article about my thoughts behind the healing/wound/shock/death rules.
- Masterwork – Though there is a lack of magical weapons, there are artisan craftsmen and they can make non-magical items that packs a punch!
- Magic – This is a low magic campaign setting, but players can still do magic, as can some powerful NPCs. To keep the intrigue, the concept of camofluaging spells and to clear evidence of spell casting have been added.
- ALL MAGIC IS DOUBLE COST. That includes enhancements on items, scrolls, potions, services, ALL! It also means that the material cost in crafting magical items is double.
- New Spells – Some to do with the above some to do with the world or with functions in it.
- New Metamagic Feats – Mix, but primarily disguising spells etc.
- Residue time and DC tables – Entirely to do with detecting cast spells.
- Death Attack – Slight buff. Was meant to be a big overhaul to let everyone use it, but I ran out of patience and it’s a hard nut to crack.