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House Rules

Mithica: Realms is a Dungeons & Dragons 3.5 campaign setting, and as such will generally require the three core rulebooks in order to play. That being said, there are a number of rules in use in playtesting games which have either been made up entirely or have been resurrected from much earlier versions of the game; these adjustments are listed below.

General Modifications
  • Stat rolls: To determine a character's stats, the player rolls 3d6. The player then determines the lowest die (if there are multiple dice that tie for the lowest roll, the player must choose just one) and rolls it until it is equal to or higher than its original result. Once all stats are rolled, the player may EITHER swap two sets of related stats (E.G. intelligence for wisdom, strength for dexterity, but not dexterity for intelligence) or reroll one stat. If the player elects to reroll, he must take the new result - even if it is lower than the original stat.
  • Scroll Creation: Cost becomes 50xp * Spell Level, plus one gold piece per page used (Copying scrolls bears same cost)
  • Potion Creation: Cost to create becomes 75xp * Spell Level, plus the cost of materials (at least 5gp/level)
  • Stats: Two additional stats are used, Comeliness (for physical beauty) and Alertness (to replace Spot checks.)
  • Feats: Feats are modified as follows: Combat Expertise is limited to 1; Run multiplies speed by x3; Combat Reflexes, and Leadership no longer exist.
  • Spells: All Wizard and Sorcerer spells require a pinch of Magic Dust as a spell component. Without it, spells may still be casted, but all numerical variables are halved (range, damage, etc.) Sorcerers alone may sacrifice 1HP in lieu of dust.
  • Called Shots: Called Shots to the neck, head and heart are no longer allowed.
  • Raised Characters suffer only one Negative Level that lasts until they level up instead of losing one level.



Skill System Modifications

Skills are condensed into the following categories, with unified scores for a given category. New skills are given in bold, with the classical skills they encompass in italic.

  • Academia: Appraise, Concentration, Decipher Script, Heal, Knowledge, Speak Language
  • Agility: Balance, Escape Artist, Tumble
  • Athletics: Climb, Jump, Swim
  • Mysticism: Concentration, Decipher Script, Spellcraft, Use Magic Device
  • Perception: Listen, Search, Sense Motive, Spot
  • Security: Disable Device, Forgery, Open Lock, Sleight of Hand
  • Social: Bluff, Diplomacy, Gather Information, Intimidate
  • Stealth: Hide, Move Silently
  • Theatrics: Bluff, Disguise, Perform, Sleight of Hand
  • Wilderness Lore: Handle Animal, Ride, Survival, Use Rope, Heal
  • Profession: Unchanged
  • Craft: Unchanged


Skill points gained at level 1 and thereafter are reduced by one-half. Limitations for skill ranks at a given level remain unchanged. Skills are considered class skills if any of the subskills (read: old-style skills) are on the class skill list.

See also:
Rules: Attack Procedure


Contributors to this page: Kerin and Kariad .
Page last modified on Thursday 20 of December, 2007 18:31:49 CST by Kerin.