House Rules

    Table Rules
    1. No smoking in the house.
    2. Don’t fiddle with your dice unless your rolling.
    3. Roll your attack die and your damage die at the same time.
    4. No distractions at the table (phones (unless there is an emergency), books,catalogs, etc.)
    Ingame Rules
      Critical Hits and Critical Misses: both a critical hit and miss do double damage, the difference is a critical miss injures your character rather than your intended target.
      Second Wind: Second Wind is used as a free action on your next turn after becoming bloodied.
      Perception Checks: perception checks use 1d10 added to your passive perception score
      Benign Saving Throws: Only a character’s end-of-turn saving throw can worsen a status effect. If a character fails a saving throw from any other source, any present status effects do not worsen.
      Starting Gear: Each character gets an Adventuring Kit, a melee or ranged weapon, appropriate armor and 100gp.
      Reaching Paragon and Epic Tier: Paragon Defense and Robust Defense feats are earned automatically upon reaching paragon and epic tier respectively.
      Inherent Bonuses: We are running under the inherent bonus rules from the character builder.
      Automatic Feats: Each PC gets a Weapon Expertise Feat and the Toughness Feat automatically.

    Just Because I Can Rules
    • If the party forgets to loot the boodies, the party forgets to loot the boodies.
    • If a character is turned to stone, he/she can attempt to strike a heroic pose, in order to make a better looking statue. If sold, his statue fetches 100 gp times the result of a Charisma check.
    • As a last resort, you can make a God Call (each character can only do this once during the lifetime of the campaign). If you don’t have a deity, there’s a scramble for the celestial telephone and you get one at random.

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House Rules

Vanus' Scales of War CaliVanus