Myth Rules!
Myth's House Rules and Idiosyncracies
The purpose of this document is to let my group (and, to a lesser degree,
all Hesperian Thardferrians) know a few guidelines.
Remember that
the point of Gaming is to have fun. The point of guidelines and rules is to
condone fun, not to squelch it. The following will help you to understand some
Mythisms, as well as help us to work in that peculiar simbiotic DM/Player
relationship that can be so much fun. :)
While I don't mean to sound
mean, in the interests of brevity I'll try not to be long-winded. If I miss
Mythisms that I should list (and there are many) please email me.
The list of my House Rules is incomplete, and continually evolving. I've been DMing AD&D (primarily 1st edition until Thardferr) for about 18 years, and I've accumulated a lot of House Rules. Hopefully I will eventually get the bulk of them documented. But they *will* pop up now and again, so be prepared for 'em.
Hoepfully any surprise House Rules will be easy to take into stride, and I'll work with you so that you aren't damned by a House Rule you were unaware of.
Platform
- Hesperian has various OOC channels. The OOC channel is for Hesp-wide talk;
if a group is in Session, use it only for things that everyone should hear,
rather than for conversational spam. Each group has a Group channel, for OOC
talk concerning their Session. Try to keep idle chatter off of the Group
channel, because those who hate Hesperian's spammy OOC chatter are required to
leave their Group channel active in order to communicate with their DM and
fellow Players. The ChitChat channel is for ANYTHING you wish to talk about.
If it's bothering you, you can type chit off to toggle it off. It is the
place for spamming, jokes, insults, and anything else if people are asking you
to stop spamming, or people are toggling off the Group or OOC channels due to
excessive talk. If people are spamming on the OOC or Group channel, you should
ask them to use the ChitChat channel, instead.
Try to keep the
chit-chat confined to the ChitChat channel. I know that I'm lousy at this, so
please remind me.
- If a weapon or armor has changed since you last used it (meaning
all new weapons) you should first wield it, then examine it. This
initializes the weapon, and attempts to assign the damage it inflicts.
Then you should use the weapon in combat, making sure to hit and
inflict damage. You can @gate $game_room and attack the gnoll
with the weapon. Be careful; he's a nasty sort, and he strikes back. You can
touch disk to be healed of damages.
If the weapon has
problems, you should absolutely not wait until you're In-Session to
bring this up. Doing so means that the Session will grind to a screeching halt
while the DM tries to resolve the problem, and all the other Players will sit
around in boredom because you didn't get the problem fixed before the
Session began.
Spells & Game Mechanics
- Spell downtrading can be utilized by any spellbinder. It allows them to memorize any 1 spell of a lower level than an open slot. So if your 5th-level magic-user doesn't have any 3rd-level spells in his book (yes, this happens a lot) then he can memorize an additional 1st or 2nd level spell, instead of his 3rd level spell.
- Some spells require no material components, or mundane material components. However, there are spells whose Material Components are a little harder to come by... you have not come by them. ;) You must RP purchasing them, or foraging for them, or work it out with me that you've acquired them. If something more difficult than that is required, expect to make an effort in obtaining the components. Ask Myth if you have a doubt. Use common sense. For example, if you're in a big city and there are alchemists, some sulphur isn't hard to obtain. If you're in a deep forest when you find & learn that handy-dandy Fireball spell, your odds of obtaining sulphur are pretty darned slim without some work or luck.
- If a spellcaster is knocked out, they immediately lose all memorized
spells.
- Spellcasting in melee is iffy for the spellcaster. Unless you win init, have a low-cast-time spell, and get lucky, your spell is very easy to disrupt, and doesn't even require an attack. Your opponent can usually just smack your hand and interrupt your casting, though it will often require a TH roll to do so. Spellcasters also operate with their Rear AC while casting.
- Spellcasters can customize their spell output by typing @sheet and then selecting option 10. If they choose to type up their own emotes each time they spellcast, that's fine, but please cast the spell through Hesp, don't just emote it. This aids in keeping track of spell slots used, it tells me the spell stats and name, and it helps me to grant spellcasting XP. If you prefer to emote all of your spells, let me know and I'll add you to the list of spellbinders who receive no spell output from spells cast.
- Copying or transferring spells takes special ink. The base price is 100 crowns per spell to be scribed. This assumes permanent, multi-purpose spell scribing. Ink that loses potency in 5-10 days is 25% cheaper. Ink that is custom-mixed for a certain spell is 25% cheaper. 4th-6th level spells have a 200% modifier, and 7th or greater level spells have a 400% modifier. So, a vial of non-permanent Shield ink would cost a mere 50 crowns.
- If a higher-level mage helps you to learn a new spell, you get a +2% to your Learn Spell % for every level that they exceed yours.
- All spells can be modified for realism according to Myth.
- Spellcasters who are capable of casting 2nd or higher-level spells, you can cast two one-segment-casting-cost spells in one round, with a 5 segment delay between castings.
Note: If this is being abused, for example, twin Magic Missiles that turn a mage into an automatic-combat rifle, it will be nipped in the bud at the DM's discretion, though a warning will first be given.
For example: Damian's fingers glow white-hot with magical energies and his hair stands on end. He feels as if his brain will melt if he channels too much more magical energy through it before it's had time to recuperate.
- Pre-memorization requires sleep or meditation. This takes 1 hour per
maximum spell level that the spellbinder (Priest or Wizard) wishes to
memorize. Actually memorizing the spells requires 7.5 minutes per spell level.
For example, if Gaiden wishes to memorize three 1st, a 2nd, and a 4th level
spell:
- He must first spend 4 hours (highest level spell is level 4) in sleep or
meditation.
- He can then spend 67.5 minutes (3*1*7.5 + 2*2*7.5 + 1*4*7.5) total to
rememorize. He can memorize the spells in any order he wishes.
Hesperian knows this formula and will advise you and your DM of memorization time requirements when you memorize.
In preparing to memorize, a spellbinder may not spellcast at all, nor
engage in combat, or do anything other than very non-straining, non-attentive
labor. He could read a book, sit in a tree and watch for enemies, casually
make supper, or ride in a wagon. He could not ride a horse, run from
combat, cast Cure Light Wounds, or spend full attention on guard duty.
Note: I'll make realistic allowances. For example, a rider with Horse
Riding NWP could ride a horse over level ground on a road, and still be
considered preparing to memorize.
- I squelch the Group Spellbook concept whenever possible. I make it
difficult to copy spells from book to book or scroll to book.
- Spellbinders get their energy from memorization; this energy comes from
outside of them, and they simply guide it. Spellbinders can, in
extremis, spellcast from their own energy. This means that they can spellcast
any spell which they know. (Meaning any spell which they can memorize,
even though they do not currently have it memorized. They do need to
have any material components for the spell. Spellcasting in this manner drains
the spellbinder of 1 level per level of the spell cast thusly. This is
one way in which Wights are created, when a spellbinder casts a spell that
drains them below level 1.
Combat & Game Mechanics
- You can't sleep in armor of any sort, except perhaps padded or quilted, in
a pinch. You also can't travel well in metal armors, and are likely to lose
some AC bonuses due to blisters and such.
- Bows that are left strung for longer than a day or two will lose their
spring. Damp bowstrings lose their spring, as well. A cocked crossbow starts
to weaken after about 15 minutes. Swords get heavy and awkward if you always
have them in your hand, rather than a scabbard. Try to keep it real, rather
than conceding to the (very valid) OOC desire to always be fully prepared for
combat. If your PC wishes to pull a blade, emote it, and then emote when he
sheaths it again. (Hesp supports wield and unwield to more easily facilitate
this.)
- I disallow Sheaf Arrows; all arrows use Flight Arrow statistics. (1d6/1d6,
Flight Arrow ranges.)
- You can function to 0 HP, at which point you need to pass a Con check (@check con) to
retain consciousness. From -1 (or 0, if you failed your Con check) to -5,
you're simply unconscious and stable. From -6 to -9, you lose 1 HP per round,
and it can be very difficult to keep you from dying. At -10, Diadria claims
her dues, and you're dead.
- If a spellcaster is knocked out, they immediately lose all memorized
spells.
- When a PC dies or is extremely close to death, but is yanked back from Diadria's cold embrace, he will be very sensitive to Necromantic magics until the PC has naturally healed up to one-half his maximum HPs. During this time, a PC spellcaster must make System Shock tests both when trying to memorize a Necromantic spell and when trying to casting it. A failed roll usually results in death.
Note: The PC will have an IC inkling regarding these consequences, and will likely avoid Necromantic spells.
- Dual-classed PC's are not be accepted by Myth. Despite the fact that some PC's respect the letter and the spirit of Dual-Classing, too many of Myth's past PCs have abused every inch of the concept. Current PC's in my game will not be allowed to Dual-class and remain in the group. I have no objections to them Dual-classing and wish them the best of luck with their next DM, with absolutely no hard feelings.
- Combat rounds on Hesperian are broken down by numerical segments, much like in 1st edition AD&D. If a PC wishes to draw a sheathed weapon, they announce that action and increase their initiative the number of segments it takes to draw the weapon. This number will default to the weapon's Weapon Speed (as per the PHB), although situational modifiers usually decrease this amount. If a weapon is not being used, make sure you unwield on Hesperian.
So, to draw a weapon, inform your DM that you are doing so. He'll tell you how many segments (if any) are required. Then:
wield {weapon}
@init
+{Weapon Speed}
- No training is required to gain a level, although training might help you to obtain levels faster.
- You gain the additional HPs to both your maximum and current HP totals, as soon as you have enough XP.
- When a PC fires missile weapons into melee and misses, there is a chance that he will hit a random melee participant. The variables for this are too lengthy to explain, so refer to the above rules on Objecting to my calls. Keep in mind that firing into melee combat also incurs a -4 TH penalty.
The PHB states: The DM will assign values to all participants in that combat, then roll to determine who got shot at. Then resolve as per a normal arrow shot. This is exactly how I resolve it, although I do this after determining a hit or miss, and some people interpret the PHB to mean before a hit or miss is determined.
- I prefer to keep OOC info separate from IC. Therefore, if you mean to speak to someone in a language, try very hard to use the language function. For example:
Right: Jonas (to Liriel) says, "Unim ommus hanulu Raylen, ami tonnum onati okana hunim nithim om."
Wrong: Jonas leans in close to Liriel and whispers in Deep Elven, "Don't tell Raylen about the descending Deep Mages."
- No weapon specialization is allowed (applies only to single-classed Fighters, obviously) at 1st level.
- Melee combatants are assumed to be focusing upon avoiding blows as well as landing them. But if a melee combatant chooses, he may instead adopt an offensive approach to combat, or seek to parry incoming melee attacks. The combatant must declare this intent at the beginning of the combat round in order to claim the adjustments. You can't attack, and then choose to begin parrying before your opponent makes an attack.
Offensive combat stance grants a +2 to all rolls To Hit. It also lowers (speeds) initiative by 1. But AC suffers a penalty of 4, and Fighters in combat with such a foe get an extra strike against them.
Parrying forfeits all actions for the round. You can't attack, move, or cast spells. This frees the character to concentrate solely on defense. At this point, all characters but warriors gain an AC bonus equal to half their level. A 6th-level wizard would have a +3 bonus to his AC (lowering his AC by 3). A warrior gets a bonus equal to half his level plus one. A 6th-level fighter would gain a +4 AC bonus.
Fighters using an Offensive stance inflict an additional 1 HP of damage per blow landed.
Sessions
- I'm not always right the first time, and I frequently screw up. Feel free
to challenge my calls, and even challenge my defense to your challenge. After
that, however, I AM right, and what I decide happens. I'm the DM,
responsible to run the whole Game, and if you can't change my mind with two
tries, stop trying. You can argue about it with me after the Session,
but I almost never do retroactive alterations to what has occurred.
- Keep the bickering IC or private whenever you can, although please include
me with disagreements between Players so that I am at least aware, even if I
can't help. Try to keep IC bickering from hampering the enjoyment of the other
Players and the DM. Constant bickering can make the whole Session no fun for
those who are sick of watching a few PCs fight.
- If the DM asks you to make a check, or asks you for stat info, immediately
do so, and if you have a concern or question, voice it (privately to the DM)
after obeying the DM's request. For example:
- Wrong:
- Myth (to Jonas) says, "@check wis to dm"
- Jonas (to Myth) says, "Why? I passed the check to control my temper."
- Myth (to Jonas) says, "We'll all wait while I explain my reasons to
you, and *then* you attempt the check."
- Right:
- Myth (to Jonas) says, "@check wis to dm"
- (Jonas @checks wis to dm)
- Jonas (to Myth) says, "Why? I passed the check to control my temper."
- Myth (to Jonas) says, "You notice that you can see through the dragon
when it moves into the bright light. (The check was an observation roll,
not the temper check.)"
- Equally Right:
- Myth (to Jonas) says, "@check wis to dm"
- (Jonas @checks wis to dm)
- Jonas (to Myth) says, "Why? I passed the check to control my temper."
- Myth (to Jonas) says, "My bad, I didn't notice the temper control
check. Disregard the 2nd check."
I use Jonas as an example
because I have yet to notice him questioning a request until after
he's obeyed it.
Notice that in the Right examples, the DM is
immediately freed from waiting on the Player, and can proceed with the
Session, while discussing it with the Player. In the Wrong
example, the entire Session grinds to a halt while DM and Player discuss the
issue.
This rule has exceptions, but they're rare. Try to humor my
requests first, and then question them.
- Keep OOC chatter and information separate from IC. If you wish to discuss
or ask questions among other PCs, do it IC. You can't use the Group channel to
discuss your combat strategy unless everyone in the party is wearing a Helm of
Telepathy. If you have an IC question to ask a PC, your PC needs to ask.
- Wrong
- <OOC_Myth> Gaiden (to Jonas) asks, "Why did you slap me, dude?"
- Right
- Gaiden (to Jonas) asks, "Why didst thou strike me, knave?"
Since it's Gaiden's PC who is asking the question,
he needs to voice it. Gaiden (the PC) has no way to ask Dan (Jonas'
Player) why Jonas did something.
- Don't use pages (the - command, like -jonas Hey, Myth forgot I'm
unconscious, and let me spellcast!) to dodge DM attention or "cheat."
No DM appreciates it, and the typical response is to punish the PC for
it, usually pretty harshly. For example, if a PC casts a spell which they do
not have memorized, the spell goes off, but it drains the spellbinder of one
level per level of spell cast, just as if they'd done it
voluntarily.
RolePlay
- I hate suicides unless they're IC, and you'll have a tough time convincing
me that your PC would end their own life. There are exceptions, but for
the most part, if you suicide a PC, I'll ask you to find another DM.
- Good-Aligned, to me, primarily means, "Shuns killing sentients." If the
local bully punches you in the face, and you stab him in the heart, it was
not a Good act, and your alignment will suffer. In general, my views of
Good/Evil and Law/Chaos are quirky, and you should test me out before doing
something questionable, just to make sure we agree that it's not contrary to
your morality.
- Try to remain IC about what occurs. Even though the Player knows you can
handle a pair of trolls, the PC should probably be filling his trousers and
heading for the hills at the first sight of the terrifying monsters. Try not
to treat opponents as a collection of statistics, 'cause that demeans the
effort I put into making them sentient. It might be a good idea to message me
privately with your motivations if they're not apparent. For example, you're
charging the trolls because you believe that they must be killed or they'll
come back and cut your throat in the night-time. That sits a lot better than
the perception of, "I am a hero who fears absolutely nothing because my AC is
-1 and I have 80 HPs." *Myth salutes Grumash and Winiden as two of the best
examples of IC vs. OOC motivation that he's ever had the pleasure of DMing.*
- I try to cultivate an atmosphere that caters to Role-Playing, more than
action or heroism. While there is action, as well as heroism, combat,
magic, and treasure, the focus is on personality development rather than skill
and equipment development. There's nothing wrong with any of the various
approaches to Gaming, but when the DM and Players seek the same rewards, both
enjoy the Game more. If you find yourself frustrated at an inability to
accumulate equipment, magic, gold, or experience, you can talk to me about it.
If you find that you'd prefer to try another DM's approach, I will
never be insulted or offended.
There's no concept of "loyalty
to Myth" as far as sticking with me as a DM. Go taste what other DM flavors
there are out there! If you like my flavor, that's fine, too, but just 'cause
you like Chocolate doesn't mean you might not want to try Butterscotch for a
while. Although I love my Players dearly and would miss them, group switching
is always encouraged as an option.
Statistics and Character Development
- Rather than 10% XP bonus for high stats, I award RP XP. It's generally
around 5-15 XP for extraordinarily IC actions or comments. This is a great way
for 1st and 2nd level PCs to gain some extra XP. At higher levels, it's a drop
in the bucket, but it still shows that your RP efforts are noticed and
appreciated. Descriptive phrases and actions add a lot to the RP environment,
and this is my way of rewarding and encouraging such contribution.
You
can also get XP for anything you do to develop your PC. This can be artwork,
background and history, a journal, letters home, Board Posting, or nearly
anything else. Prompt me to look at and reward such developments; they help
me to know the PC better, and they help you to do the same.
- Warrior classes can take Shield as a WP, and this earns them an additional
+1 AC bonus and the ability to Shield Bash instead of another attack.
(damage = 1d2/1d1, slight chance to overbear) You can also take Brawling as a
WP. Its effects are decided as needed.
- You can take just about any NWP you can think of, and I'll allow it. For
example, Whittling, Politics, Escapism, or Brachiation. Similar NWPs can be
used for similar effects, with a penalty. For example, you could pass a
Whittling check at -4 to determine if a spear shaft will splinter if used as a
prybar. Note that you must explain how you learned any NWP your PC has.
- You can Specialize in a NWP by sinking an additional slot (or more) into it. Each such slot adds +5 to your rolls with this ability.
Each slot also allows you to choose an area of specialty within the ability, if you choose. This area of specialty can be as specific as you wish, and the more specific the focus, the more bonuses you will enjoy when checking against it.
For example, if Jelani chooses to specialize in Spellcraft, he could choose a focus of "Divine Magic." If he saw a cleric casting a spell and attempted to determine the nature of the spell, he'd get an additional bonus of around +2 to the check since that's his focus of specialty.
If Jelani chose, instead, a focus of "Spheres of Divine Magic," the an additional bonus would be around +4, since that's a lot more focused.
If he picked a focus of "Telk's Spheres of Magic," the additional bonus would be around +8 (assuming a Telkian spellcaster), since that's a very tight focus.
In all of the above examples, Jelani's rolls would always include the +5 bonus for specialization.
The Environment
- Most NPCs are 0-level folk, and I try to give them their own
personalities, likes & dislikes, and motivations. I seek to avoid
cardboard-cutout NPCs who are simply an unrealistic alignment and a few HPs.
How successful I am in this endeavor is yours to judge, however. :)
- I rarely pull punches, and I seldom "provide" a way out of nasty
situations. There are usually not any "right" solutions to overcome obstacles,
and if you think of something I haven't (which happens all the time)
then it's my job to have the environment react accordingly. The time to escape
hopeless situations is before they occur; if you've jumped (or even
been pushed) from a cliff, the situation became hopeless the moment your feet
left the ground. The DM will almost never provide a miraculous savior or
escape. If you're new to me as a DM, please pay special attention to this
part: The risks you face can be deadly, and your PC may
die even if he doesn't "screw up."
- You probably cannot overcome every challenge that presents itself. I don't
tailor the encounters to the group's power level, and if a hunting blue dragon
happens upon the group and they aren't lucky, clever, and lucky, there will
almost certainly be deaths. By the same token, a powerful group may be
ambushed by a handful of 0-level bandits that any one group member could take
out by himself.
- I try to provide a reactive environment. By this I mean that I try to set the stage and run things independantly of the PCs, and react to their actions accordingly. While I do often drop hooks into the Game or provide ideas, I more often wait for the PCs to do things on their own. If you're feeling clueless or uncertain, mention it to me. Usually it helps by making me aware that things are confused, and I can try to provide some clarity or direction.
Last modified by Myth on 05/28/2002.