House Rules

Equal Experience
Character XP was “leveled out” after this adventure. All characters now have the same XP. All characters will receive equal XP, whether the players attend the game or not (penalty for missing game day is that you missed game day!) DMs will receive XP for their characters as if they had played.

Please see the XP page for the current XP value.

House Guideline: Same DM for a Level
DMs will now serve as the DM for a full level of play (whether that’s 3 adventures, the average, or 2 especially tough ones, 4 lighter ones, etc.) If the PCs are really close to leveling before the start of a campaign arc, the arc can carry them through to the next level and just barely into the level after. (example: the PCs ended on 2/13/2011 just 175 XP shy of level 10. The next campaign arc can carry them through to level 11). Ideally, a game session should end at an extended rest, however (to explain absences).

This house guideline doesn’t prevent new DMs from stepping up to run a “one shot” adventure, and there is room for someone to run a single-night adventure or module if it’s fun. This is mainly a matter of giving DMs a chance to build a more sustained campaign.

Upgradable Items
PCs can upgrade a magic item from one enhancement bonus to the next up by paying the difference in the costs. For example, a Duelist’s Bow +1 (2nd level) costs 520 gp, and its +2 version, a Duelist’s Bow +2 (6th level) costs 2,600 gp. A character with the Duelist’s Bow +1 can upgrade it to +2 for 2,080 gp.

You cannot upgrade a magic item from one type to another; you cannot upgrade a +1 bow (1st level, 360 gp) to a Duelist’s bow +1 (2nd level, 520 gp) for 160 gp. You cannot upgrade it to a Duelist’s bow +2, either. You can upgrade a Magic Bow +1 to a Magic Bow +2 (6th level) by paying the difference between the 6th level and 1st level items (1440 gp).

With the Transfer Enchantment ritual (which Lyr knows and will cast for party members between adventures, or during campaigns if she’s present), you can transfer an enchantment from any item to any other item that can accept that enchantment for the cost of 25 gp. For example, if you gained a weapon proficiency and wanted to your Duelist’s Bow to be a greatbow instead of a longbow, the cost would be 25 gp and the greatbow. Afterward, you would have a non-magical longbow and a greatbow.

No “Found Item Slots”
PCs no longer have magic item slots and bundles. This is a little more work for the DMs, but is worth it in the long run. Instead of item slots and bundles, DMs will now have the PCs find level-and-character appropriate magic items in the adventure. Items are now limited quantity— if there is a +3 armor, there is only one set of that armor, and the party must decide who will get to keep the item. Treasure that has not been parceled out is tracked in the (new) Party Treasure page.

A good rule of thumb for DMs is for each character to find one item per level of adventure.

Under Review/Discussion: At the end of a campaign arc spanning a level, the DM may choose one item of their (new) level or lower for their character (or within the magic item treasure range guidelines provided in the DMG), or can upgrade one of their items to be level-appropriate. Over time, DMs lose out on non-magical treasure, and this corrects that situation.
***Mike: I think we DM’s need to pool our characters and see where they stand gear-wise.

Under Review: Selling Magic Items
The PHB magic item sale price is listed as 20% of the item’s value. The rarity rules changed that to 50% for uncommon items. Under review is allowing magic items to be sold for 50% of their value, or to allow magic items to be crafted for less than their value (otherwise, there is no reason anyone would enchant an item, if enchanting costs 100%, but you can only sell it for less). This house rule has not been discussed and accepted yet.
***Mike: If players were using holding on to their found slots until the last 6 mods selling at 50% could mean 33,000 gold.

House Rules

Trap Finders Home Game @ Avatar mortaine