House Rules

1. The DM's word is final, no matter what.

2. I call the GM position DM. I'm a Dungeon Master, not a General Manager, and I am certainly not the Master of D&D (as the term Game Master suggests).

3. I use a hexagonal battlemat as opposed to grids. Each hex is 5'. To flank a 5x5 creature, you must be at least one hex away from the nearest pc surrounding the monster.

4. I use the 3.5 ed haste, as well as the new class progressions upon request. Otherwise, I stick to 3.0.

5. There is no xp penalty for multiclassing...ever

6. Everyone gets a "pouch of money holding."

7. roleplaying is rewarded with xp. If you are angry that one player gets more xp than you, it's usually due to roleplaying. I reward effort, not result. If you suck at roleplaying, try. I'll still give you the xp.

8. Ideas get xp. A lot of xp. If there's a problem to be solved, I reward those who had a part in solving it.

9. I punish players with the "experience stepping" method I made myself. If I get interrupted in the middle (not the begining) of a description, or if a player is being excessively mean to another player, or if someone challenges my authority as DM, I deduct one experience point. On the second offence, I deduct 10. 100 on the third, then 1000, then 10000, then 100000, then 1000000, and so on. You won't lose any levels, but when you're level 8 and need 40,000 xp to level because your xp total is -4000, don't complain to me.

10. When rolling a hit die, reroll anything that is less than half, keep anything that is greater than half.

11. Attributes are rolled, 4d6, ignore lowest, reroll ones. Afterword, you may assign the values to any attribute of your choosing. You may also subtract 2 points from one attribute and add 1 to another.

12. Just as a critical hit requires a threat roll and a verification, so does "fumbling," which I will always refer to as "botching." If you roll a one on an attack roll, for example, you must roll to verify. The botch is verified if you MISS on the second roll, the exact opposite of a critical hit. Trust me, this does not eliminate critical misses from the game, but it makes it easier on the players.

13. Elves have telescopic vision, up to x2 normal vision.

14. Masterwork weapons add 1 to both attack and damage rolls. If you think this defeats the purpose of magical weapons with a +1 enhancement bonus, you need to be hit in the head. +1 masterwork won't get around damage reduction. +1 masterwork can break.

15. Just as there are masterwork weapons, there are rusted, shoddy and worn weapons. These weapons subtract 1 from attack and damage rolls. As with masterwork, this is different than a -1 enhancement bonus, which usually goes hand in hand with a curse or something more sinister....

16. I'm not above cursing weapons.

17. If anyone makes the slightest comment when I stutter my descriptions, your character will pay the price. I'm dyslexic, and don't enjoy being made fun of.

18. Players may use the 2nd (good) edition version of Cone of Cold if they want to. Primary difference: 1d6 becomes 1d4+1, but there is no damage cap.

19. A night of bed rest restores your character level in hp.

20. There are no material components.


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