FMC House Rules
2024/11/19: Added a ruling on HP and character death. I read it in a blog post a long time ago, but can't for the life of me remember what the post was. If anyone knows, plz lemme know!
2024/12/05: Found it! It’s this post from Paper & Pencils!
I've been flirting with the idea of starting an FMC campaign with some friends, and I wanted to compile some house rules into one place to make that a little easier, in case that does end up happening. As follows:
Mortals:
- Prices are silver standard. Pay 1% of XP per month as living expenses.
- Use simple encumbrance except in edge cases.
- Armour prices are 25/100/1000. Any class can wear any armour.
- Replace Int and Wis with Arcane and Faith. Explained here.
- Use ascending AC. Fighters add HD to attack rolls. Everyone else progresses normally.
- Fighters have 1d+2 HD at 1st level, 2d+1 at 2nd.
- If you are reduced to 0 HP (don't bother tracking negatives), you are Injured, but can still act. Any subsequent damage will kill you. If you take massive damage equal to or greater than your maximum HP, something fucked up happens.
Magic:
- Mages and Clerics can both prepare # of spells equal to their level, of power = 2/level rounded up. (from Necropraxis)
- Mages learn a spell each level up, of spell level equal to highest number they can cast. Random on odd levels, chosen on even levels
- Spells cannot be *copied* from other sources, they have to be transferred. Scribing a spell from another mage's spellbook or a scroll removes it from the original source. Costs 100 sp.
Dungeons:
- Most monsters are unique. The Medusa, not a medusa.
- Use The Clock. (from GoblinPunch)
- Use simplified, side-based initiative. 1-3: players go first, 4+: monsters go first. Repeat each round.
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