Homebrew Rules

Skills for RPOL Games:

Skill Name Replaces
Acrobatics (Dex) Balance + Escape Artist (DEX) + Tumble
Athletics (Str) Climb + Jump + Swim + Escape Artist (STR)
Deception (Cha) Bluff + Disguise
Perception (Wis) Search + Spot + Listen
Persuasion (Cha) Diplomacy + Intimidation
Stealth (Dex) Hide + Move Silently
Linguistics (Int) Speak Language + Decipher Script + Forgery
Thievery (Dex) Appraise + Disable Device + Open Locks + Pick Pocket / Sleight of Hand
Insight (Wis) Sense Motive + Gather Information
Arcana (Int) Spellcraft + Knowledge: Arcana
Background (Int) Covers any five Craft, Profession, or Perform skills.
Handle Animal (Cha) Handle Animal, Ride, Profession/Teamster, etc.
Religion (Wis) Knowledge/Religion, Knowledge/The Planes, Heal, and performing various religious services and rituals
Use Device (Cha) Use Magic Device, Use Psionic Device, and Use Technological Device. For practical purposes there isn’t much difference.
Scholar (Int) Covers Knowledge / Architecture and Engineering, Geography, History, Local, and Nobility
Survival (Wis) Survival + Use Rope + Knowledge/Nature
Endurance (Con) Control Shape + Concentration + Endurance
b b

Skills For Merced Campaigns:

Skill Name Replaces
Acrobatics Balance + Escape Artist (DEX) + Tumble
Athletics Climb + Jump + Swim + Escape Artist (STR)
Deception Bluff + Disguise
Perception Search + Spot + Listen
Persuasion Diplomacy + Intimidation
Stealth Hide + Move Silently
Linguistics Decipher Script + Forgery
Thievery Disable Device + Open Locks + Pick Pocket / Sleight of Hand
Insight Sense Motive
Arcana Spellcraft + Knowledge: Arcana
Survival *New Knowledge: Dungeoneering + Knowledge: Nature

Some thoughts being considered under the four active GMs.

Considered SKILL Replaces
Nick Approves of All; Matt Approves, but isn’t sure about the Synergy

Campaign Specific Skills:

Fairy Tales Gone Wrong

  • Computer Use
  • Drive / Ride (Interchangeable)
  • Investigate
  • Diagnose

Homebrew Rules:

GM: Andrew Specific Rules

  • All Die Rolls are  80% (Should be Above Half and Averaged) for HP and Spell Point Dice
  • Iteration Attacks are Capped At 2; Bonus Attacks are permissible if the proper ability is taken
    • BAB of 6 will result is a -2 to all attacks resulting in attack of +4/+4 (instead of +6/+1)
    • BAB of 11 will result in a +1 to all attacks resulting in attack of +10/+10 (instead of +11/+6/+1)
    • BAB of 16 will completely negate the penalties resulting in an attack of +16/+16 (instead of +16/+11/+6/+1)
    • In the Case of Altering the progression, once the upper tier is reached, it will reset just as if a Bonus Attack had been taken resulting in another -2 to all attacks, and adding an additional attack.
  • Unconsciousness, Dying and Death – 0 to – CON Bonus is incapacitated, Dying is -CON Bonus +1, Death is Constitution Score
  • Action Points – The GM likes changing these rules. But they exist! I’m using the Crafty Games version, each session renews.
  • Memorization is not used; instead we use a house rule for spell points.

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