FMC House Rules
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.
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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