House Rules and Related Matters

Contents:

Ten Commandments of the Gaming Table:
Guidelines for chivalrous player conduct.
House Rules:
Clarifications and modifications to the standard 3rd Edition D&D rules.
Feats:
Availability of feats in the Frontierlands campaign.

Ten Commandments of the Gaming Table

aka Guidelines for Chivalrous Player Conduct       

  1. While the game is in progress, please give it your undivided attention.2.
  2. There shall be no meta-game coaching at the gaming table.  Especially during combat and action sequences, all tactical conversation between players should be roleplayed through the characters.
  3. When adjusting miniatures during combat, touch only your own figure unless under specific instructions from another player.  In general, let each player move their own figure.
  4. Resolve game conflict in character.  Disputes within the game should be roleplayed to conclusion, not logically resolved in the meta-game.
  5. A character may know more about something within the game than the player.  If in doubt, ask the DM.  This also applies to solving riddles, puzzles, intellectual games, etc..
  6. A character may know less about something within the game than the player.  Roleplaying a character's ignorance is perhaps the most challenging and rewarding facet of the game.  It’s tough but worth it.
  7. Please try to minimize talk of rules and game mechanics during the game.  I believe that the best gaming sessions are memorable for their atmosphere, story and great roleplaying by the players.
  8. 8.Initiative may be reset anytime at the DM’s discretion.  This will generally be in response to surprising or disruptive events during combat (a great wyrm flies overhead, etc.).  This will be used sparingly for effect, not to reward or punish the party.
  9. Keep the story moving.  The Dungeon Master’s word is law during the game.  Please defer your valuable ideas for improvement until after the session.  Perhaps they can be adopted next time.  If you believe that you have been treated unfairly, deal with it after the game.
  10. Most importantly, have fun!  Pass notes.  Talk in funny voices.  Suspend your disbelief for a while.  But remember that characters can die and bad shit happens.  Don’t take it too hard.

Version 1.0 created March 10 2001
Version 1.4 revised September 17 2001

[PDF Version]

House Rules

A compilation of clarifications and modifications to the standard 3rd Edition D&D rules.

[HTML Version]     [PDF Version]

Feats

The following feats are widely available throughout the Frontierlands:

  • All feats from the 3E Player's Handbook
  • Eschew Materials (Tome and Blood)
  • Improved Counterspell (Tome and Blood)
  • Natural Spell (Masters of the Wild)

The following feats are known to exist, but are not generally available (other pre-requisites may be required -- check with the DM):

  • Supernatural Weaponbond (AndyCollins.net)
  • Improved Eschew Materials (custom -- see below)
  • Natural Aptitude, Flying (custom -- see below)
    • Improved Natural Aptitude, Flying (custom -- see below)

Descriptions of custom feats are provided below.

Improved Eschew Materials [Metamagic]

You can cast spells without material components by sacrificing a small part of your life force.

    Prerequisites: Eschew Materials, special permission of the DM..

    Benefit: This feat is a potent extension of the Eschew Materials feat..

    A spell cast with Improved Eschew Materials can be cast with no material components.  An improved eschewed spell uses up a spell slot zero levels higher than (the same as) the spell's actual level.

    The caster must sacrifice a part of their life force, in the form of 1/25th of the gold-piece cost of the components in XP.  This is in addition to any other required expenditure of experience points.

    Spells without material components are not affected.  Spells with material components with a cost of 1 gp or less are not affected (although these spells may be affected by the standard Eschew Materials feat, q.v.).  The following spells with specific rare or exotic material components are not affected:

  • Hallow (Clr 5, Drd 5):  Herbs, oils, and incense worth at least 1000 gp, plus 1000 gp per level of the spell to be included in the hallowed area.

  • Imbue with Spell Ability (Clr 4, Magic 4):  Does not confer the Eschew Materials feat on the spell recipient.

  • Raise Dead (Clr 5):  A diamond worth at least 500 gp.

  • Restoration (Clr 4):  Diamond dust worth 100 gp that is sprinkled over the target.

  • Resurrection (Clr 7):  A diamond worth at least 500 gp.

  • Symbol (Clr 8):  Carefully Engraved Symbol:  Powdered diamond and opal with a total value of at least 5000 gp each.

  • True Resurrection (Clr 9): A diamond worth at least 5000 gp. 

  • True Seeing (Clr 5, Drd 7, Sor/Wiz 6):  An ointment for the eyes that costs 250 gp and is made from very rare mushroom powder, saffron, and fat.

  • Unhallow (Clr 5, Drd 5):  Herbs, oils, and incense worth at least 1000 gp, plus 1000 gp per level of the spell to be included in the unhallowed area.

  • All spells not generally available to clerics.

Improved Natural Aptitude, Flying [General]
     Tony to provide description.

Natural Aptitude, Flying [General]
     Tony to supply description.


[Frontierlands Home]

Last updated 05/27/2003 .