H
ouse Rules



Rules Source Material
1
D&D Core Rulebooks w/ offical errata
  Exceptions:
  • Harm reduces monster to 10% max HP rather than 1d4.
  • The presence of vorpal and coup de grace weapons is highly restricted.
  • The item Absorbing Shield is banned.
  • Additional properties added to any magic items are always treated as slotless for purposes of cost.
  • A "20" does not automatically pass a saving throw, and a "1" does not automaticaly fail.
  • When attacking, a "20" is treated as a "30" and a "1" is treated as a "-10". Some DMs may choose to not use this rule when they run games.

    2 Material from the following D&D accesories allowed upon DM approval:
      Sword and Fist (we're still reviewing errata)
      Defenders of the Faith (armor of speed is banned)
      Tome and Blood
      Monsters of Faerūn
      Magic of Faerūn
      Psionics Handbook (banned with rare exceptions)
      Oriental Adventures (highly restricted)

    3 The following prestige classes that were featured in Dragon magazine:
      Mystic(274), Hunter of the Dead(276), Rage Mage(277), Gnomish Trickster(A5), Highknight(A5), Herald(A5), Ancestral Avenger(279), Eldritch Master(280), Psi-Hunter(281), Dragonkith(284), Lightbearer(285).

    4 Forgotten Realms Rules
      Only Following Allowed:
  • All feats except Inscribe Rune, Spellcasting Prodigy, and any feat with a 'Regions' requirement.
  • All prestige classes except Runecaster.
  • The spells are allowed with DM approval.
  • Portal creation feats and related spells may not be taken...yet.

    5 Sword & Sorcery
  • Relics and Rituals
      Contents used on an individual basis by DM approval.
  • Creatures Collection v.1 & 2
      Monsters used on an individual basis by DM approval.

    Character Creation & Level Up Modifications
    PC Stat Generation
      Character stats are generated using Table 2-1 in the DMG, with players having 28 points to spend.

    HP at level up rules
      Each time a character levels up, the player should choose which of the following two methods to use to determine HP gained.
  • Method 1: Standard Method
  • Method 2: Rather than roll the hit die, the player may take ½ the die (round up).

    Variant: Monsters as Races
      Players may play the standard races found in the PHB. Other races are allowed by the DM on an individual basis.

    Starting Classes
      Players may select one of the starting classes found in the PHB (except Ranger), or they may select the Shrine Maiden or Wild Ranger.

    PC Alignment
      For this campaign, characters must be of good alignment. Characters should have a desire to travel and to smite evil whereever it dwells.

    Regional Benefit
      For this campaign, characters must be from the Southlands, and gain a benefit based on their home region. The following regions are not allowed for PCs: Mersia, Orc-lands, Yuan-tir, and the Undersouth.

    Patrons and Heroes
      Players must select a patron. A patron is a wealthy titleholder that sponsors a hero. This is a very common practice is this time period. Each PC should be the hero of a lesser titleholder. Heroes are supplied with promisary notes, redeemable for basic food and lodging throughout the civilized areas of the Southlands. In return, heroes are expected to travel the lands looking for ways to enact their patrons ideals (a.k.a. alignment). Heroes are expected to announce their own name and their patrons full title during introductions, even in battle. When feasable, lawful characters will allow for an exchange of names before combat begins. The reality of battle is that heroes tend to shout their introductions as they deliver their first strike in battle.
    Good examples of PC patrons:
  • Baroness Angelica Senegral of Sengra City, niece of the matriarch of House of Senegral
  • Lord Rinstus of North Leiden, lesser vassal of Duke Helestin of Leiden, faithful servant of Queen Lightshroud of Gellian
    Bad Examples of PC patrons:
  • Frau Tel, matriarch of the House of Tel
  • King Vandemax the Imposing

    Culture Bonus
      At character creation and at level up, the character applies a +1 culture bonus to one of the following skills(which do not need to be class skills): Diplomacy, Knowledge: Any, Language, Perform. (For language, the character simply learns an additional language rather than recieve a bonus.) Culture bonuses stack (rather than supersede).
    This bonus reflects the pervasiveness of these skills in the lifestyle of nobles, aristocrats, and adventures of the time.

    Signature Weapon
      All first level PCs gain the Signature Weapon feat. For purposes of this campaign, this feat may not be taken additional times.
    Signature Weapon [General]
    Requirements: Proficient with chosen weapon.
    The characters chooses a nonmagical weapon. This weapon is now a magical +1 weapon, but only when used by the character. At levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, the character applies a +1 cost benefit to their weapon, or saves the +1 cost to combine with later benefits. This weapon cannot be sundered (i.e. infinite hardness) and has a +20 to its saves. Upgrades cost the difference in cost. This weapon cannot be enchanted by outside means, and thus will end up as a total +10 cost weapon.
    Signature Weapons in this campaign are common, and should be unique in design and name. Signature Weapons are used in a fashion similar to heraldry, and any decent bard could recognize many adventurers simply by their Signature Weapon. Signature Weapons are typically family heirlooms, or gifts from patrons or churches. Because they are non-magical except when used by their owner, they are often kept as battle trophies.

    Rules Expansion: Religion
    Deities & Domain Selection
      Twin Worlds uses 31 Original Deities. Clerics of a deity must choose at least one underlined domain when selecting domains on the Deity Descriptions page.

    Unique Domains
      In addition to using the domains found in the PHB, Twin Worlds has 4 unique domains in use.

    Character Alignment vs Deity Alignment
    LGLNLE
    NGTNNE
    CGCNCE
      Locate the character's alignment on the above table. That character may only worship any deity of the same alignment or of adjacent alignment (including diagonals). An exception is a Monk of Diostarma, a LG character that worships a CG deity.
    For this campaign, all PCs must worship good aligned deities.

    Holy Days
      Twin Worlds uses 'holy days', specific days of the year when deity-based worldwide effects are active.

    Age of High Culture Specific Changes
  • The God of the Undead is Zalenkas, a humanoid necromancer with hooved feet and ram horns.
  • Certain High Temples are in different places. Most noteably, the High Temple of Aurora is located outside of Benden City.

    Rules Expansion: Other
    Unique Items, Etc.
      Twin Worlds has lists of approved additional Items, Creatures, Prestige Classes, and Spells.

    DM/Absentee XP
      The active DM's character and absent PCs do not recive standard XP during a session. Instead the recieve 25% of the XP needed to reach the next level, which is 250*current level.
    DM/Absentee XP
    Level XP
    1 250
    2 500
    3 750
    4 1000
    5 1250
    6 1500
    7 1750
    8 2000
    9 2250
    10 2500
    11 2750
    12 3000
    13 3250
    14 3500
    15 3750
    16 4000
    17 4250
    18 4500
    19 4750

    Continuity
    Dungeon Masters
      NeoBolts is the story-arc responsible DM in the campaign.