House Rules
From Record Of Fantasy Adventure Venture
Various House Rules as they apply in our gaming. You can list short ones here, the longer ones can have separate pages. (Please keep list in alphabetical order.) Note: If there are different house rules for Queens Group and Hoboken Group, please specify by adding (Q) or (H) respectively at the beginning of the rule you're describing. If no (Q) or (H) is listed, the rule applies to all. Halifax, feel free to add things here.
- Learning Languages
- Mugging Rules
- Components
- Arms and Equipment
- Hovering at Death's Door
- Grabbing and Grappling
- No crazy proficiencies - No blind fighting, for example. Non-weapon proficiencies cannot be used in fighting.
- No critical hits or misses in combat - When you roll a 20, you still hit no matter what, but don't do double damage. When you roll a 1, you don't drop your weapon. I think this applies to combat only. I think you can critically fail a Find Traps roll or similar.
- No infravision - Duh.
- No poison - We have an agreement: we won't use poison on our enemies, and they won't use poison on us. Halifax gets around this by constantly turning us into stone or making us diseased from mummy rot and similar. And by using monsters with naturally occuring poison.
- Rules for New Characters