September 30, 2024

My Castles & Crusades House Rules: Part 4 - Spell Casting Rules

Dwarves vs Duergar by Brian Paul Thomas

Disclaimer:  Many of the rules below are not original house rules, but rather optional rules detailed in the Castle Keepers Guide.  For those, I'll focus on my rationale for choosing to use those rules more than the specific content (go read the CKG, you bastards).


Allowed Spell Resources

Detect Alignment and Detect Neutrality Works Only on Things, Not People

  • The detect alignment and detect neutrality spells do not function in regard to sentient beings.
  • The spells do work for insentient entities, such as magic weapons or haunted locations, because such effects are typically a function of magic or supernatural power.
  • Higher-level spells and spell-like abilities with similar capabilities function normally.
Rationale: This spell can make interactions with NPCs and monsters too easy (especially for 0 level spells).
Player 1: "Can we attack this guy?"

Player 2: "I cast detect alignment."

CK: "You're picking up evil vibes."

Player 1: "Nice. Let's kill this dude!" 

 

"Necromancer" by Jonathan Chong

Spell Slots (optional rule from CKG)

  • Rather than spellcasters needing to memorize/select spells beforehand, the player uses their number of allotted spells per level as "spell slots."
Rationale: I have nothing against the traditional Vancian magic system.  While the flexibility of spontaneous spell casting/selection is a bonus for the players, my primary reason is to keep things moving at the table.  Not always, but daily spell selection can (understandably) result in a good bit of table talk time.  The spell slot approach eliminates that.










"Wizard" by Jonas Akerlund
Spell Casting Focus (optional rule from CKG)
  • Spellcasters perform a ritual to charge up a special focus (e.g., a staff, wand, gem, crystal ball, holy symbol, etc.) with the spell components needed to cast that spell.  
  • When the spellcaster wishes to cast that spell, they call upon the power of those components from within the focus to do so. 
  • The player then tracks the use of the component "charge" from the focus.
  • The character then later reloads the focus after acquiring the necessary spell components.
  • If a spell doesn't require a material component, the focus isn't required.

Rationale: In almost every D&D-ish game I've run, there has been little-to-no attention paid to spell components.  I like how the focus works like charges in a wand and the element of resource management.  I also like upping the importance of a spellcaster having a cool item. It's a concrete way to bring into play that classic image of a wizard with a staff or wand or cleric holding a holy symbol.



"Hood" by MOONO Illustrations
The Illusionist Makes Healing Rolls, Not the Recipient 
(Formerly an optional rule from CKG; now the standard rule in current Players Handbook printings.)
  • One of the unique things about C&C is that the Illusionist class has access to healing spells. 
  • The idea is that Illusionist tricks the target into believing that they are healed and the target's body responds accordingly. 
  • In earlier printings of the PH, the target had to fail an intelligence save in order for the spell to work.
  • Instead of that, the Illusionist has to make the attribute check for the spell to work. 
Rationale: Requiring the target to fail a check to get the benefit was just weird (although I understood the reasoning).  I like the idea of putting the power into the caster's court, rather than the recipient's. Given that the rule was changed, seems like I was not alone. 


September 23, 2024

My Castles & Crusades House Rules: Part 3 - SIEGE Checks (B.S. Bonuses & Crits)

"Giant Slayers" by Scotchlover

Background Story (B.S.) Bonus

  • Before a SIEGE check, if a player relates some story or experience from their character’s past that applies to the current situation, the Castle Keeper (CK) may grant a bonus to the SIEGE check roll. 
  • If a player comes up with a convincing reason, the CK may grant a bonus for a SIEGE check and/or allow the player to add the character's level to the roll in a situation where one would normally not.
  • The player must then write this information down on his character sheet and it becomes a permanent part of the character’s story.
  • For example, if the player explains that long ago his dad would take him out to pick wild blueberries, he may receive a +2 bonus to his foraging for blueberries roll (see here for more info: link).


Critical Success
  • If the player rolls a natural 20 on a SIEGE roll,  you draw one Good Luck card from the Fate & Fortunes deck.  This card can be used at any time and can be used for the player's own character or someone else's. Effects that affect "Attack Rolls" only pertain to combat rolls (i.e,. not saving throws, turning undead checks, etc.).

Critical Failure
  • Likewise, if the player rolls a antural 1, bad things happen.  FRANK DREBIN ACTION.
  • CK and/or player comes up with something.

September 16, 2024

My Castles & Crusades House Rules: Part 2 - Combat

Initiative

  • Initiative will be resolved by the book with the following changes/clarifications:
    • We will use a d12 instead of a d10. (Why? Because f*ck you, that's why.)
  • Ties with opponents go to the player.
  • Ties between players are resolved by the players (roll off, discussion, etc.).

Surprise Roll
  • The CK will roll as normal. 
  • For the players, each player will roll a make a wisdom or dexterity check. 
  • The highest roll will be used for the entire group.



Shields and Dual Weapon Wielding
  • If a PC fights with two weapons, the standard attack penalties apply if the PC wishes to attack with both weapons during the round. Otherwise, the second weapon (which must be medium or smaller), grants an AC bonus.
Small Weapon
  • +1 to AC but only for one attack per round (which will be the first attack unless otherwise specified by the player).
  • No AC bonus versus ranged attacks.
Medium Weapon
  • +1 to AC for all attacks that round
  • No AC bonus versus ranged attacks
Shields
  • +1 bonus to the AC bonus listed in the Players Handbook  (i.e., +1 to whatever a shield normally gives)
  • AC bonus against both melee and ranged attacks


Critical Success & Failures

Critical Hits
  • A natural 20 always hits. 
  • If that is the only way the PC could hit, there is no extra bonus. 
  • Critical hits are resolved via “Great Hits & Terrible Misses” tables from The Crusader #7 (although a “00” result will result in a re-roll instead of instant death).
  • Players can always opt to do standard, critical damage instead of using the tables.
  • When a PC is the victim of a critical hit, the player can decide whether to receive the normal critical damage or to suffer the effects of the tables.
Critical Fumbles
  • A natural 1 always misses. 
  • If the PC would normally hit (i.e., due to attack bonuses), it is simply a miss.
  • Critical hits are resolved via “Great Hits & Terrible Misses” tables from The Crusader #7 (although a “00” result will result in a re-roll instead of instant death).

September 10, 2024

My Castles & Crusades House Rules: Part 1 - Player Character Creation & Development


Ensemble of Characters
  • Each player can have up three PCs at his/her disposal. 
  • This three includes any fallen PCs hoped to return to the land of the living. 
  • If a PC ever dies, the player has the option of reserving a slot for that PC or may create a new PC for that slot. 
  • Players may choose any PC prior to the session as long as we are not starting the session mid-combat. In other words, if we end one session while the party is knee-deep in the undead, the PC that was involved must still be involved in the next session. However, if the session ends with the party making camp or simply out of danger, the player can choose to use a different PC the next session. 
  • Please note, whatever items one PC carries are owned by that particular PC. On a case by case basis, the CK may allow players to have one PC give an item to another character so that character can give the item to another ensemble PC the next time that PC is played.
Character Level
  • First level at campaign launch, afterwards 1d3 levels less than the highest level party member
Ability Scores
  • Create 3 complete sets of stats rolling 4d6 and dropping the lowest roll.  
  • That is, the result will be three complete sets of six stats.    
  • The player picks the best set of the three, but must assign them in order: Strength,  Dexterity, Constitution,  Intelligence, Wisdom, and Charisma.
Starting Hit Points
  • Maximum HP for level 1; new levels: reroll once if the result it a one. If the second time is also a one, it was meant to be.
Races
  • Standard races
Alignments
  • No evil alignments (I ain't got time for player vs. player conflict).
Classes
Starting Wealth
  • Standard
Supplemental Rules



September 2, 2024

Update for Those Who Give Two Squats

    Overall Update:

    "Tax Collector" by Eric V. Art

    I'm going to try to come out of blogger retirement here.  Let's see how it goes. 

    My daughters, Chaos and Mayhem, are both much older.  Chaos being at college and Mayhem now in high school.

    • A few things stacked up that put me on a partial hiatus of sorts for a few years: we moved; I took a promotion at work (more coin, less time); and my daughters' activities ramped up.
    • Despite invites by my crew, I had trouble syncing up with them over the years. It's definitely a "me" problem. Bad timing and me being a lazy arse. Hopefully, I can correct this long-overdue matter. 
    • Over time, I somehow stumbled into two new groups.  The stars aligning as my kids got older and their after-school demands slowing down.
      • Group 1: Some remote friends talked me into playing Pathfinder 1e... and God bless them for doing so. It was a freaking blast.
      • Group 2: I was invited to a 5e D&D game by run by a G.A.S.P. DM.... and God bless them for doing so. It too was a freaking blast.