Rise of the Runelords
Drawing on our experiences with the Curse of the Crimson Throne campaign, we will be instituting several house rules.
Advantage & Disadvantage
Borrowed from 5th Edition D&D, at the GM’s discretion characters and creatures will be awarded advantage (roll twice and take the higher result) or disadvantage (roll twice and take the lower result).
Group Skill Checks
At the GM’s discretion, certain skill checks could be deemed “group checks” in which if half the party succeeds, everyone succeeds. Typically, these checks would be for situations where the skilled characters could assist their less-skilled companions as a group effort.
Legendary Actions and Lair Actions
Certain powerful creatures will have the ability to take legendary actions in addition to their normal turn. Legendary Actions will be modeled on those in the 5th Edition D&D Monster Manual. In addition, if certain powerful creatures are encountered in their lairs, they may also take a Lair Action each round.
Encumbrance & Ammunition
Within reason, we will not track encumbrance. Likewise, mundane ammunition will not be tracked—but magic ammunition will be. If this rule abused, it can be rescinded at any time.
Cost of Living
We will use the cost of living rules for 5th Edition D&D to track living expenses week by week. Players can adjust what sort of lifestyle their characters are engaging in every seven days.
Crafting Multiple Items
We will modify the Pathfinder crafting rules slightly to allow a crafter to pause a project in order to work on a different project of greater or lesser magnitude. A character is allowed to work on crafting one mundane item, one masterwork item and one magic item without ruining the materials. The character cannot work on all three items simultaneously, but can switch between crafts as needed with no penalty.
We will be using the passive perception system from 5E. In most non-combat conditions and areas where the party isn’t actively on the lookout for danger, it is assumed that each character is taking 10 on their Perception checks. I will still ask for perception checks when the party is alert and actively looking for danger, such as moving through a dangerous.
Hit Point Averages
When advancing a character beyond level 1, players have the option to increase their hit points by rolling their hit die and add their bonuses as normal or they can choose to take an average result and then add their bonuses. Average scores are as follows: for a hit die of d6, it is 4 + your modifiers; for a d8, it is 5 + your modifiers, and for a d10, it is 6 + your modifiers. This is another variant rule taken from 5E.