Rules used in The Fall of Thronehold



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The Fall of Thronehold is being played with a customized D&D 3.5 ruleset. Some of the rules (especially those relating to secondary characters) we made up mid-game to keep the campaign from falling into anarchy. Rules are identical to standard D&D 3.5 except as otherwise noted:

1. A natural 20 is a critical success on all rolls: Any roll, whether a skill roll, attack roll, or something else, where a natural 20 comes up not only was the player succesfull in what they were trying to do but did it spectacularly. Attack rolls using weapons with increased threat range automatically crit when they roll within the crit range but not necessarily spectacularly.

2. A natural 1 is a critical fail: Any roll, again whether skill roll, attack roll, or something else, where a natural 1 comes up means not only did the character fail but did so in a devastating way. Frequently during attack rolls a natural 1 means an ally got hit by mistake but ultimately it's up to DM decision.

3. Sleeping heals all wounds: Unless there are special circumstances preventing healing, all combat damage is cured after a full nights sleep.

4. Cantrips aren't used up when cast: Spell casters need to know and prepare cantrips like normal however they are never used up when cast so even if a spellcaster is completely 'out of magic' they can continue to cast cantrips.

5. Low level spells refresh faster: All non-cantrip spells lower then a characters top spell level are cast on a per encounter basis. Spells at a characters top spell level can only be cast once per day.

6. Rule of awesome: Even if technically the rules won't allow it, a 'really cool or awesome idea' will at least be allowed to be attempted and will be successful on a high enough roll (though sometimes only on a nat20). We all agree that allowing stuff like this makes the games more exciting and cinematic.

7. PvP is allowed but discouraged: Given that one of the characters started evil and another started chaotic it was determined beforehand that PvP is allowed but only for a good story based reason. Given how the campaign has turned out, everyone playing is currently expecting the finale battle of the campaign to be a PvP battle between the three primary characters.

8. Characters have mild plot armor: Because we don't want to create new characters all the time we agreed the GM wouldn't be too hard on the characters but if the rolls really went against them then of course they would die.

9. Secondary characters have no plot armor: After the initial campaign plan went off the rails and the party split everyone made secondary characters to play when the focus of the game happened to be far enough away from their primary character that they'd be left out otherwise. It was agreed that the GM wouldn't pull any punches on the secondaries since the secondary characters purpose is to give players something to do and not directly part  of the story. If they die they are simply replaced with an almost identical character.

10. Secondary characters must be loyal to their associated primary character: To keep the campaign from fracturing further then it has and collapsing into chaos it was decided that no matter what a secondary character must be allied with and completely loyal to a primary character. If changes to the story result in scenarios where a secondary wouldn't be loyal because of backstory reasons then either the backstory is retconned or the secondary becomes an NPC under GM control and the player creates a new secondary.

11. Secondary characters share levels with ally: To keep things simple all secondary characters automatically have the same XP and levels as the primary character they are allied.

12. Secondary character fade into the background during PvP: To avoid potential conflicts of interest if (when) PvP occurs between primary characters then the secondaries fade into the background so that a player won't be forced to play a character fighting one of his other characters.