Rules

There are only a few house rules for this campaign. Normally I can’t leave the rules alone, so this will be refreshing:

  • Characters must choose one of the rolled sets of statistics for ability scores – do not use point buy.
  • For all races other than humans, you need not take the standard ability bonuses – instead, choose one of the ability bonuses that is given by the race, and then one of your choice. For example, a dwarf normally receives a +2 bonus to Constitution and Wisdom. For your character, you would choose a +2 Wisdom, and a +2 bonus to one other score; alternatively, you could choose +2 Constitution, and +2 to one other score. You must choose two distinct scores. If you like the racial ability bonuses as they are, of course, you can keep these default bonuses.
  • There are no specifically restricted races, though human, dwarf, and half-elf are by far the most populous races. If you like, you can make another race, but it may be difficult to fit it into the setting – work with the DM to have your idea make sense. If your character would appear mostly human, it will be called a half-elf, though it might statistically be an eladrin, an elf, a deva, a tiefling, a genasi, and so on.
  • You may not make hybrid characters.
  • Magic item daily powers work like all other daily powers – there are no special restrictions on their use.
  • At 1st level, use the house rule icon to choose an additional 1st level encounter power. Once your character reaches 3rd level, switch out one of those powers for at 3rd level encounter power.
  • For daily attack powers, roll normally to attack – if you miss, you can choose to accept this roll, and lose the daily power until you take an extended rest, or you can spend a healing surge, if you have one, to retain the use of the power. You can only do this if the attack roll misses.

Rules

Grimm Forest CanuckMonkey