welcome to a Lighthearted and casual game of D&D. we play 3.5. we welcome players young and old, new and experienced. i would like to keep this casual. when we play, we sit down for the long haul. i have this game planned to be a long term campaign. this is an online game through roll20.net. this is a role-playing/story heavy game.

House rules:

  1. Clerics can prepare cure/inflict spells but they still cannot spontaneous cast outside of their chosen ability.
  2. Thrown weapons have a range of 10ft or 10ft + 10/1 str modifier.
  3. you min-max, you’re gone. this is a casual game.
  4. DM has final say in all rulings. dont like my ruling? quit.
  5. non-core material can be used but it requires my approval. if i turn it down, i wont hear about it again, no whining if i approve someone else’s feat but not yours. i have a reason for it.
  6. role-playing experience is rewarded for GOOD role-playing. no whining if you don’t get any. (you know who you are)
  7. you gain one additional bonus language at 3rd level, 5th level, 7th level and so on. you no longer gain bonus languages after 19th level
  8. rolling a 1 on a D20 is always a fail, regardless if its a skill check, save, or attack. likewise, rolling a 20 is always a success.
  9. you miss 3 sessions in a row or are not heard from for more than 2 weeks. you will be kicked.
  10. Diplomacy rules are now explicitly used for trying to make all variations of deals and agreements with people. all other interactions are role played.
  11. if you are of a Lawful alignment you MUST write up a code of conduct.
  12. Exotic weapon proficeency is not always needed. it is not needed for: bastard sword(martial now), Light Repeating Crossbow (Martial), Great Hammer (Martial), Scythe(Simple). otherwise you can write it into your back story, just write it well. again no whining if i say no.
  13. there is no rule 13
  14. Bio/back-story is not optional. Seriously, this helps me make the game more focused on the players and less likely to railroad you. also, a backstory means you are much less likely to die
  15. when shooting into combat you have a 10% chance to shoot an ally, then it it randomly determined who you shoot.
  16. a tumble check is 10+2 for every threatening creature.
  17. I do use “save or die” effects and you are also able to die on a critical fail (rolling a 1) on certain circumstances. if you don’t like that then don’t play.
  18. know what your own abilities, spells, feats, and class features do. write it down if you need to. keep note cards. you run one character. know what it does. if you put everyone on hold to look it up, your turn is forfeit.
  19. If a cleric/paladin rolls is in mortal danger, he can make a Divine Intervention roll

more to come

God slayer - D&D 3.5