Gaming by Prose - Fight Smart, Fight Fast
House Rules 1st Pass
For posting format:
- talking styles of any kind and timeline is encouraged, so long as players can easily understand each other
- post in top left heading the most important stat changes for every post, when available
- clean strong narrative entries during combat, no simple 'I swing my sword' posts
- speech to be in bold, and of different colors from other players
- NO INTERNAL THOUGHT PROSE (if you want to convey something, either show through action, inaction, hidden meaning in dialogue, layered dialogue, subtext; this is where players must actively pay attention to other characters than your own, and take initiative to investigate deeper into each other's intent)
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For character creation: [teamplay is core]
- you are level 6, with Roles of Leader, Veteran, and Rookie to form the team
- Str and Con for Fortitude, Int and Dex for Reflex, Wis and Cha for Will
- HP value is equal to the level value eg. level 1 characters are only 1 HP, level 20 characters are only 20 HP
- no XP penalties for multiclassing; you may have up to 3 base classes maximum
- the team will have only one leader or older person, and at least one younger rookie; leaders are expected to keep the team alive, and rookies are expected to be respectful and to learn from the older ones
For starting gear: [adventuring is core]
- you are allowed to have 3 magic items of your chosen level, and 3 magic items of up to 3 levels higher
- only up to 3 magic items are combat items; you may have less than 3
- at least 3 magic items are utility items; you can have more than 3
- casting reagents are free; there is no need for bookkeeping
- missiles are not expendable; you don't have to keep buying to replenish them
For progression:
- system is based off 3.5 edition; 4th edition variant is used instead if players prefer that
- earn 5 XP bars to gain 1 character level, this applies across the entire character progression
- level adjustment characters start out with negative character levels to pay off as debt before continuing
- at level 11, a player may opt to start with a new class as a level 1 character, AND carry forward up to 5 reasonable class features from his previous; if a player had multiclassed before level 10, he is free to select class features from among the mix
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For adventuring:
- arcana clouds exist for information and remote device control
- various type of transport are available within reach where reasonable
- environments may have hazards, weather and terrain effects can benefit player options
- HIGHLY encourage players to attempt using their combat abilities for creative utility effects
- DM rewards S.P.E.C.I.A.L adventuring (scouting, planning, experimenting, caution, intelligent guesses, ambient attention, long-term thinking)
For economy:
- coins are available for day to day low spending as normal; larger transactions above 100 gold may not be done with coinage
- larger cash amounts, or larger transactions, use cash crystals; they are read by standard issued arcane magnifying glasses
- banks and their services exist; most have paperwork that can be traced
- passive income portfolios exist; most transactions can be traced
- cash crystals have no identifying markers; cannot be traced
For dice rolls:
- dice can be rolled beforehand to know if your action is bad or good, before typing your post
- new dice roll standard; d6 for everything
- rolled perfect 6s will unlock 'moments' for special actions the players can request for
- in the event rolled values match exactly as enemy rolls, player rolls win
- skill modifiers may instead denote extra number of dice rolls you can request, rather than adding more number to final value; each successive dice roll replaces the previous roll value, and it is only beneficial if player wishes to roll perfect for a 'moment'
For skills:
- concentration rolls will revive downed players to max HP; rolls can be done by downed player or standing players
- Knowledge (arcana/religion/nature/planes) can be used to generate certain effects eg. jamming, pulse scan, etc etc
- all skill rolls can be done during combat, to enhance a move action or a standard action at no added action cost
- skill rolls can be matched by enemy skill rolls when available to neutralize player action, and vise versa
- there are no social related rolls; all social actions are succeeded by the prose skills of the player
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For combat:
- no initiative rolls; character rolls attack to beat enemy attacks to strike first against enemy armor class
- when a player rolls a value that matches enemy or higher, he can opt to allow simultaneous attacks with enemy
- when simultaneous attack is chosen, player can
counter attack (beat enemy reflex save to attack with no need to beat enemy armor class)
weapon clash and move enemy to change enemy position (beat enemy fortitude save and enemy cannot attack other players)
verbal attacks (beat enemy will save to have dialogue of any kind to affect enemy, DM will determine outcome)
- special attacks can be substituted for normal attacks with no feat requirements
- when HP is 0, character is down, but not always killed; he may be revived by other players (see below)
For spells:
- spells can be jammed
- spells can be traced
- spells can be merged with each other for new effects
- spells can be empowered by Knowledge (arcana/religion/nature/planes/psionics)
- spells can be recharged with a cost
For weapons:
- all weapons are d6 damage
- all weapons have special properties for qualitative effect
- there is no need for piercing, blunt or slashing category, unless mentioned in special properties or used during 'moments'
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House Rule Feedback & Clarification:
http://www.myth-weavers.com/showthre...=148211&page=6
::SPECIAL NOTE::
Any and all posters are free to list their personal top two (and only two) concerns/ grouses regarding play experience, so that I may try to understand, avoid, or address them in this game.
These pointers may be fundamental (I don't like 4th ed), systemic (the problem with initiatives), creative (boring encounters), communal (players who grief or dominate encounters), or social (the DM was too harsh on rulings).



