Earth Campaign - house rules and rules interpretations


Attacking multiple opponents in a single round

You can only deal with one opponent per round. If you kill a foe on your first attack then you cannot use your second attack on another target. This, of course, goes for most monsters as well, concerning their attacks on you.

Some monsters, such as trolls, can attack more than one opponent simultaneously; so they are exempt from the above rule.


CC'ing the DM

The DM does not have to be in on every intercharacter conversation...but remember...if a character takes an action and I don't hear about it...it does not happen!


Character age adjustments

All age adjustments should be done as per the first edition DMG, pg. 12.

House? rule: in the case of strength adjustments, if a fighter type with 18/percentile strength gains more strength through an age adjustment, the increase in strength is only enough to put them into the next higher "to hit/damage/etc." category; ie. a fighter with 18/10 strength, upon reaching maturity, would increase to 18/51.

Of course, age adjustments cannot put any character's abilities over their racial maximums.

I follow the aging rules per the 1st edition DMG. Your characters DO get older, and their abilities change as they do so. Since these email games have been going on for several years, game time, now, most of the PCs will have had at least one birthday in the meantime.

If your character(s) have a birthday and abilities change, please let me know.

If you do not have your own 1st ed DMG, just let me know when you have a birthday and I'll check for you.


Character birth dates

I use a standard 12 month, 365 day calendar on Earth.


Conjure fire elemental spell, druidic

A druid is not supposed to need to concentrate at all on his conjured fire elemental...is this a house rule?

From the PHB, druid spell conjure fire elemental, pg 61-62.

Another AD&D 1st edition conflict! (In this case with the MM, pg. 37.). That's okay; I'll go with the PH, since I think it came out after the MM and is character class specific.


Constitution, effects of changes on hit points

It's not retroactive. With the frequency that people get killed and raised in this game, that would make it too hard to keep track of.


Dates in the headers

A rule of thumb: the date in a header represents the date that the post STARTS on.


Dice rolling

All dice rolling in the course of an adventure is done by the DM.


Druids, alignment and their patron deities.

Druids have to be neutral, but they can serve a non-neutral nature deity.


Druids and greater mistletoe

Greater mistletoe steadily loses its effectiveness after a year, becoming totally useless after about 13 months. Mistletoe is like a spell component, you use or consume some each time you cast a spell that requires it.


Duration of "permanent" spells and abilities (including those attained through wishes)

In a nutshell, in my melieu - as in real life - nothing is permanent. Mountains erode, stars explode, protons decay. Atrophy always wins. Something can be of very long or indefinite duration, but there will always be something that can terminate it. Even gods are immortal...until they are killed.

There are lots of other caveats I could add concerning wishes, but I think it will be more fun (for me) and annoying (for the players) if you found them out during the course of play. Just remember that a wish is a spell like any other spell (albeit a very powerful one), and except for mundane matters such as bringing back dead people and increasing abilities, I will generally interpret what you say literally. Also, keep in mind that even a wish has its limits.


Elven language

On this world all the elves speak the same tongue, but the dialects differ. What I mean is that the wood/sylvan elves would have words and idioms unique to themselves that the other elven races would not include in their speech, and vice versa. The different elves would be able to communicate with each other, but not with the level of understanding, clarity and sophistication that they would be able to with members of their own sub-race.

The only exception is Drow; because that sub-race has been separated from the rest of Elvenkind for a very long time, and hence the language has evolved/devolved into what is essentially a separate tongue.


Emailing players when their characters are not present

If a character is not present then do not include them in your postings.


Experience points awards system

In a pbem game the participation of a player is often limited by their online time. A person could be the best rollplayer in the group but if they are are only online for 20 minutes once a day then their participation and rollplaying will be restricted.

I did not think it would be fair to these people to penalize them for something that they have little control over (or conversely, to reward others because they are at an advantage with respect to their online time). It is a game, after all, and we have to play it within the constraints imposed by this medium.

Anyway, back before this campaign started I decided to limit the awarding of XP to that gained by killing monsters and getting treasure, and to split it evenly amongst the characters present, regardless of their participation (or lack thereof...though I almost always make sure that every character does something during the course of an outing, so that they can claim that they had a part in the success of the adventure). That said, note that if a player/character is completely inactive during an entire adventure without giving notice as to why (ie. vacation, etc.) then that character will recieve zero experience points.

I know that it is a flawed system for awarding XP, but in view of the situation I think that it is the most fair to everyone.

In the first PBEM group I was in as a player the DM awarded XP for rollplaying and participation. One player consistently received much less than the rest of us, even though the DM knew that he had problems that restricted his email access and therefore his input into the game. That player was the first to drop out.


Experience points and advancing levels

Once you have enough XP to put you up a level, you can immediately roll your new hit point total. However, you do not gain any of the other benefits of your new level until you have trained. To do this, you can either hire someone of your class/specialization/etc. to train you, or do it yourself. Going the latter route takes about twice as long and costs about twice as much.

The rule of thumb that I use here is that it costs about 1500gp per level trained to, ie. if you want to be trained to 2nd level it will cost you 3000gp. If you are a specialized fighter type, though, it will cost a lot more...you didn't think that all of those added "to hit" and damage abilities were free, did you? These numbers can be modified by things such as your negotiating abilities, charisma, membership in guilds, alignment and character class performance, etc. etc. These prices are if you hire someone to train you; doing it yourself will double the price.

It usually takes 2 weeks to complete training...4 weeks if you do it yourself. Note that once your character reaches a "named" level (ie. mage for a magic user) then he/she can train themself in two weeks.

If you don't train immediately, you can continue to accumilate XP until you do train. So, you can be a 3rd level fighter but be functioning as 1st level, until you train up to 3rd.

In this campaign, you cannot go up more than one level at a time. For example, suppose the first level thief Damius picked up 3000XP in the last adventure. That would have been enough to put him to 3rd level. That would not be allowed: you would be at 2500XP, 1 XP below 3rd level. However, if on the next trip in you get a further 25XP, that would put you to 3rd level, and that would be allowed. BUT, since you have not trained, you would still be functioning as a 1st level character. In this example, you would have to train up 2 levels when you could afford it. You would not have to do it all at once, though, you could train up to 2nd level, and then on to 3rd when you could afford it.

You could nickle and dime your way up to 10th level but still be functioning as a first level character if you wanted. You just can't do it all in one shot.


Experience points, distributing

Experience is split equally for tasks the group accomplishes together, such as dispatching a group of monsters or finding a treasure. For independent actions, ie. a thief lifting an article of jewelry and not sharing it with the party, or a fighter going off alone and killing a monster, only the concerned parties get the XP. Most of the time, XP are split amongst the group. The same goes for XP from monetary treasure, and magic. Occasionally, I will give out bonus XP to a character, or reduce the XP share to a character, but this is very rare.


Experience points and drow items

Certain drow items have pluses "to hit" or add to armour class. However, since they lose their effectiveness over time, experience points are not awarded for these items.


Experience points and magic

In 1st ed AD&D you get XP for magic items found. I split this amongst the party. Also, you can sell magic items to NPCs...most magic is worth lots of money. If the amount of money you get when selling a magic item (before you use it) exceeds the XP value of the item, then you get additional XP equal to the amount of money you sold it for, less the XP you have already received for it.


Experience points bonus for multi-classed characters

If a character's numbers are good enough then they gain a 10% experience point bonus. In the case of a multi-classed character, they only gain that bonus for the class which has the good numbers. Example: a fighter-magic user has a strength of 17 and an intelligence of 9. He/she qualifies for the 10% bonus for the fighter class, because of the 17 strength, but not for the magic-user class.


Experience points, scrolls and books

Experience points for scrolls and spell books are split evenly amongst the party members.


Experience points and survival

You only get experience if you are alive at the end of the adventure.


Goodberry spells

...only work with fresh berries.


Hit points for 1st ed multi-classed characters (optional)

Hit points can be rolled thus: [(dclass1 + dclass2 + ... +dclassn) + constitution bonus] / n Note that this is done for each class and each level that a multiclassed character has...so that a level 1/1 F/MU would do this twice.


Invisibility

As a general rule, attacking an inanimate object won't usually dispell an invisibility spell or ring effect.

Invisibility works on non-living matter as well as living. Otherwise, a person turning invisible would have their clothes and possessions remain visible...

Invisibility is specifically listed as being a method of hiding treasure in the 1st ed DMG, pg. 171.

I assume, though, that there must be some sort of upper limit on the size or volume of matter that can be turned invisible. House rule: a mage can turn 10 square or 10 cubic feet per level of an inanimate object invisible.


Level draining and training

After being drained by a device or undead, a character does not have to train again once he / she regains the lost level(s).


Level limits, racial

I use the racial level limits as given in the Unearthed Arcana book.


Level limits, racial, exceeding them

Racial limits can be exceeded, but it is costly in that the wishes must be used to raise your ability scores...which in turn allow you to advance to higher levels per the UA. There are also books and magical items that can allow a character to exceed their racial limit.


Level of new or incoming characters from other campaigns

A new or incoming character (ie. from another campaign) cannot be any higher in level than one level *below* the current lowest level party member.

For example, if the lowest level character in the group was 5th, then the highest level new / incoming character allowed would be 4th.

Note that for this purpose I treat multiclassed characters as one level above their highest level due to their increased abilities; ie. a level 1/1 F/MU would be treated as a level 2 character.


Mapping and Pythagoras

When describing the length of diagonal passages, I always ignore Pythagoras.


Magic users and training

When training, does my mentor teach me a new spell or must those be learned on my own?

When you are trained to a level of XP that gives you access to a new level of spells, your mentor will give you one new spell of that level as part of your training. Any additional spells must be bought separately.


Monetary system

This campaign uses first edition exchange rates, which are:

1pp=5gp

2ep=1gp

20sp=1gp

200cp=1gp

In this society the usual only way to transfer funds from one place to another is to physically take it there yourself. If you were famous or a powerful noble a letter of credit might work, but - outside of the immediate vicinity that you are known in - you are unknown and the chance that such a letter might be a forgery or a sham would be too great for someone to risk trusting you.


Multiple melee attacks

When a character has 3/2 attacks per round, due either to level or weapon specialization, their first round of attacks on a foe is always a single attack round.

If you kill a monster on a single attack round and then attack another beastie next round, the sequence starts all over again; ie. your first round of attack on any new monster is always a single attack round.


Multiple weapon melee attacks

House rule: There is no attack penalty for dexterity of 19 or greater.


Negative hit points and healing

If you are reduced to 0 then you are only out of action until you have been healed to a positive number of hit points, be it via magic or the passage of time. Note that you will still lose hit points until you are healed or your wounds are bound. For actual negative hit points, you will be out of action for one day for each negative hit point. For instance, if you were down to -1 before being healed, you would be out of it for a day; -5 = 5 days, -9 = 9 days, etc. You are still dead at -10.


Number of characters per player

In a given game, a player can have as many characters as they want. However, you are normally allowed to run only one character when the party goes adventuring...the other stays outside / in camp / at the inn, etc.


Paladin protections

The paladin can drop his innate protection from evil if he / she wants. This is useful when fighting an evil creature who otherwise could not approach within 10' of the paladin.


Paladins, monks and technology

In the interest of simplifying the book keeping and maintenance, a paladin or a monk shall have the same limit on technological items as they do for magic items. The two limits shall be separate, ie. a paladin can have a maximum of ten magic items (per the limits in the PH) and ten technological items; while monks may possess no more than two technological weapons and three other items of technology.


Proficiencies and specialization

Weapon and non-weapon proficiencies are used in this campaign. Weapon specialization is allowed, as well; but be warned: there is an additional financial cost for specialized fighter types, when it comes time to advance a level.


Protection from magic scolls

Outgoing magic is not affected by the protection from magic sphere.


Psionics

As you know, first edition AD&D psionics are allowed in these games. I use the rules and descriptions for psionics as they appear in the 1st ed Player's Handbook and DM Guide.

If you've read those rules you know that most characters will not be psionic. A character must have exceptional ability scores...and even then the chance for being psionic is very small.

As far as psionics are concerned, I have designed my melieu around these rules. Therefore, psionic characters are very rare, and even a character who is very weak psionically can be very powerful in my campaign because they have these extra abilities.

The DM will check a character for psionics, at the player's request.

Q: When intelligence, wisdom or charisma are raised do you allow for characters to recheck for psionics?

A: No. But I record your original percentile dice roll for your character's psionic check, and if your new score(s) adjustment will put it at 00 or greater then you become psionic.


Psionics, battles between

Battles between two psionics happen very rarely. Usually the player and the DM just play it out separately. Psionic battles usually take place in a matter of a segment or two. More often than not, the rest of the party does not even realise that a psionic battle is happening...until the heads start exploding.


Psionic energy control

The description for energy control mentions fiery breath, lightning, cold and the like. Sounds like it would protect against uncontrolled oxidation (isn't that the definition of fire?), electrical discharges, a slowing down of molecular activity (cold?) and I would judge by implication an increase in molecular activity (heat). It should also protect against magical energies like magic missiles. The acid dissolving your flesh is a chemical reaction, though, and while I suppose that you can argue that heat or energy may be generated as it does so, we have to draw an arbitrary line somewhere. Otherwise, Darian the psionic would be able to kill attacking creatures just by absorbing the heat out of their bodies and freezing them...or for that matter he could control his local environment by absorbing heat or cold. Ugh. I don't even want to think about the implications!


Raise dead / resurrection and healing

A raise dead or resurrection will also completely heal the recipient.


Recharging wands, staves and the like

Items can be recharged by casting a spell of the same type that the item produces, into it. Example: a wand of magic missiles can be recharged by casting magic missile spells into it.


Restoration spell

A restoration spell brings you back up to the bottom of the level that you were drained from. Any XP you had beyond that is lost for good.


Rest time and learning/praying time to regain spells

Memorising/praying for a spell requires 15 minutes per spell level. (ie. a first level spell takes 15 minutes, a third level spell takes 45 minutes, and so on).

In addition, rest time is required based on the highest level spell that was cast and needs to be relearned:

level 1: 4 hours
2: 4 hrs
3: 6 hrs
4: 6 hrs
5: 8 hrs
6: 8 hrs
7: 10 hrs
8: 10 hrs
9: 12 hrs

This is in the DMG somewhere.


Reverses of spells

If you a know a spell then you know the reverse of that spell, if it has one.


Rings of regeneration

A ring of regeneration has to be worn at the time that the injuries are sustained before any healing / regeneration / bringing back to life can be effected. It will not heal a person who was not wearing it when they were injured.


Sex between races

Dwarves and humans cannot procreate. Of course, that obviously doesn't preclude them from wanting to try...


Side adventures

Any character(s) who decides to go off on a major side adventure (and I will define what 'major' is) while another character is training will be considered to have left that adventuring party and will be subject to replacement.


Spell books

How much does it cost to make a travelling spellbook?

Straight from the UA...500gp for the materials plus 100gp per spell level of the spells within. The only difference that I make from the rules is that you *can* purchase such a book (blank) from a guild or magic user supplier for a price similar to the materials cost above...and then write the spells in yourself for the 100gp per level cost.


Spells, casting multiples in a round

Unless you specify it, I always assume that you are only casting one of a given type of spell...even though you may have more than one of the spells memorised. For example, if you say that you are going to magic missile an enemy, I assume that you are casting ONE magic missile spell.

If you want to cast more than one spell then you have to tell me how many.

Note that you can often cast more than one spell in a melee round (depending on the length of time it takes to cast the spells), and you can also send me contingency actions as well. What I mean by this is that you can tell me, for example, that you will cast as many magic missiles into that lesser god as it takes to kill him, up to a maximum of, say, six spells...and after that you will turn invisible and run away. Or, you will do this if the enemy does not do that, etc. etc.


Spells, acceptable sources of

Spells in the 1st ed books (PH, UA and Greyhawk Adventures) are acceptable.


Spells known and death

If a character dies and then is brought back to life, all of the spells that he/she had memorised or prayed for that day are wiped out of their mind.


Spells, cancelling them

Most spells can be cancelled by the caster when they see fit.


Spells, copying them to another book

In this game at least, copying a spell from a book does not wipe out the spell. That only happens when you copy a spell from a scroll, or cast it straight from a book.


Spell research

I follow the rules in the 1st ed DMG. For magic users they state that the spell researcher must have privacy and seclusion in which to conduct his/her research, access to a library and perhaps a sage as well.

Extrapolating that to clerical research, the cleric must have access to a temple devoted to his/her deity.

So, if you are camped out in the wilderness, spell research is not feasible.


Spells, selecting them

Spells are prayed / memorised in advance.


Spells, starting, for magic users

In this campaign there is an optional house rule which goes as follows: At first level you are allowed to start with the full amount of spells that your intelligence allows, in your spell books. Here is how you would do it: for I17, you have a 75% chance of knowing 9-14 spells per level of spell use. You choose a spell that you would like, roll a d100, and if the result is less than 76, you can understand that spell and it goes in your spell book. If the result is >75 then you cannot understand it and it does not go in your book. You do this until you have 9 spells in your book. Once you have 9 spells you can continue on up to the 14 spell max, but with one very important change: you must stop once you finally roll a number >75, and can not know any more spells for that level of spell use.

So, say you have rolled successfully for 10 first level spells. For number 11, though, you roll a 95. You must now stop, and the maximum number of first level spells that you can ever understand with your 17 intelligence is 10.


Spells, unlearning them

The only ways you would get to change your spell allotment would be through a wish or similar magic, or by having your intelligence changed. If the latter, then you would have reroll for all of your spells.


Spell-like abilities

Spell-like abilities possessed by certain monsters and races (ie. drow) only require concentration. They do not require verbalizing or material components.


Stoneskin spell

This game uses the First Edition version of this spell.


Tense in posts

Please use the present tense in your posts! It makes my life much easier when compiling moves.

ie...

'Voss will cast stone skin on himself' is future tense...and should be:

'Voss casts stone skin on himself' (present tense)


Training for high level characters

Once you stop gaining hit dice you are able to train yourself at the cost of 1500gp per level.


Unseen servants

I assume that unseen servants open doors on a 1-2/d6.


Wall of thorns area of effect

The area of effect is per 2nd ed AD&D, as it is less ambiguous.


Wall of Whatever Spells

There has been a lot of discussion about the various wall spells over the years. It was a favourite trick of mine to have the evil spell caster do a horizontal wall of ice in mid air and have it drop on a party (a la ice storm)...or better yet a horizontal wall of iron in mid air over the party and have it squish them.

Unfortunately I was made to read the rules, and now I rule that wall spells have to be more or less vertical and they must be in contact with either a real wall or the floor.


Weapon Specialisation

This is an area where 1st ed and 2nd ed are at odds, in that 1st ed states that you must decide whether a PC will specialise or not at the time you create him/her, while 2nd ed states that a character can opt to specialise at a later point in his/her career if the wp slots are available.

I think that the 2nd ed rule is more realistic, and so will allow it.

As for whether multiclassed characters are allowed to specialise in the first place...it is not allowed in 2nd ed, and I recently discovered that it is not allowed in 1st ed either. However, since we have been allowing 1st ed characters to specialise since day one I am going to continue to allow it...and in the (probably wasted) hope of keeping things simple, I will allow 2nd ed multiclassed fighters to do so as well.


Zero hit points and below

Anytime you hit 0 hit points you are unconscious. However, you can then be healed back up without further penalty. But, if you drop below 0 hit points then you are out of action for one day for every negative hit point...unless a spell like death's door, heal or wish is cast on you.


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