Campaign of the Month: April 2013
Myyth Realm: Legacy
Official House Rules
Updated: November 2013
Ability scores are created as follows: roll 4d6 for each ability score, dropping the lowest number each time, and arrange as desired. The scores can then be modified in the following manner: two for one up to 16, three for one to 17, and four for one to 18. No base ability score can be over 18. Reroll all ability scores if the sum of modifiers (before adjustments for race) is 0 or lower, or if the highest score is 13 or lower.
Re-roll ones when rolling hit points for a new level. At 1st-level, take full hit points (no die roll needed). At 2nd through 5th-level, re-roll the die if lower than half the possible hit points before modifiers.
A player can be awarded experience point bonuses for the following:
• Maintaining a neat character sheet (50 XP per session)
• Creating a detailed character history (100 – 500 XP at creation)
• Maintaining the Battle Sheet (100 XP per session)
• Creating campaign art (100 – 500 XP per drawing)
• Keeping a character journal (100 – 500 XP per entry)
• Updating character statistics on the Portal (100 XP between sessions)
• Web site maintenance of the Myyth Realm Portal page (250 XP between sessions)
If a character dies, the player can make a new character with either ½ the experience points of the deceased character or is created two levels lower. A player can retire a living character (per DM approval) and make a new one with either ¾ the experience points of the retired character or is created one level lower. To expedite game play, it is encouraged that players create a backup character. All ability scores must be rolled in front of the Dungeon Master.
In the event that a player cannot attend a game session, his character may be played by another player but earns only ½ the experience points, or can be held in inactive “limbo.” Which to do is at the discretion of the player, but may be overruled by the Dungeon Master.
In addition to the limitations stated under the fifth-level raise dead and seventh-level resurrection spells, the caster’s Constitution score is permanently lowered by one point per spell cast. The spells reincarnate, true resurrection, and wish, as well as magical items with like effects, are exempt from the above.
In the event that a threat (rolled with a natural 20) is confirmed as a critical hit by a subsequent roll of a natural 20, it becomes a threat for an instant kill. If the threat for an instant kill is confirmed through an otherwise successful attack roll, the target is reduced to -5 hit points. Should this roll also result in a natural 20, the target’s soul is ripped from its body and utterly destroyed (the target is treated as having the Outsider type for purposes of resurrection). Creatures immune to critical hits are not subject to instant kills.
On an unmodified attack roll of 1, a player rolls a Reflex save (DC 15) or their character falls prone, losing all other actions for that round. A natural roll of 1 on the save results in not only the above but the character also loses his next round of action while remaining prone.
Critical Skill Check Success/Failure
On an unmodified skill check roll of 20, a +10 critical success bonus is applied to the check before modifiers (making it a 30 for computational purposes). On an unmodified skill check roll of 1, a -11 critical failure penalty is applied to the check before modifiers (making it a -10 for computational purposes).
Natural Healing, Stability & Survivability
Characters, through natural healing, recover an additional number of hit points per day equal to their Constitution modifier (double if full bed rest). Additionally, the Constitution modifier is also added to the 10% chance of becoming stable. A negative modifier is considered a +0 for the purposes of these calculations and does not impose a penalty. Also, death only occurs when a character reaches a negative number equal to their Constitution score, but not less than -10, per the standard rules.
Heal Skill Variant
A player can attempt to stop mortal wounds on a dying character by making a DC 25 Heal check (a full-round action). Success results in the character becoming disabled (0 hit points).
Magic Item Identification
The arcane material component for the identify spell is changed from a pearl to any gem of at least 100 gp value. In addition, the Magical Appraisal skill trick is available.
Magical items that hold charges can be recharged following the guidelines in Unearthed Arcana (p. 158).
In most situations, psionics will be treated as magic spells with a like effect. Special situations will be handled on a case by case basis by the Dungeon Master due to the difficulty and complexity of adding psionics to a magic-based system.
Do not attempt to manipulate the rules, nor use prior knowledge, for unjust benefit (e.g. “Oh, that is a chimera, I fought those in my last campaign!”). You may spoil someone else’s role-playing experience and, in extreme cases, the Dungeon Master may penalize your character’s experience points for that adventure.
It is requested that players reference only necessary materials during game play, such as the Player’s Handbook and character-specific guides. Other materials are forbidden unless the player is legitimately aiding in rules arbitration or expressly authorized to do so after requesting permission from the Dungeon Master. It is also asked that you do not reference these materials outside the game for personal benefit.
Players are not only free to explore any d20 game material available but encouraged to bring them to the table; however, any materials outside the Player’s Handbook must be approved by the Dungeon Master before use. Determinations will be made on a case by case basis.
The Dungeon Master reserves the right to amend, remove and/or add to the House Rules at any time.