Game Play

Back to House Rules

The following rules are open for discussion – if any of you prefer a different ruling feel free to bring it up OOC and we’ll talk (but be warned – I’m stubborn as a mule)!

Armor Check Penalties & Swimming
Armor check penalties for swimming are doubled. I know Pathfinder did away with this for simplification, but this one made a lot of sense to me.

Critical Hits and Critical Fumbles
I use Critical Hit and Critical Fumble Decks in place of the typical Damage Multipliers.

Detect Magic Spell vs. Magical Traps
  • Rather than forcing the caster to specify each time he faces a different direction with his ‘cone,’ Detect Magic will be considered a ‘360’ Sense. This cuts down on the most cumbersome aspect of the spell (especially in PbP) and on the opportunities for me to screw with you guys if I’m having a bad day (“You didn’t specifically state you were facing North by Northwest, so the magic never showed up!”)
  • Detect Magic will not automatically detect magical traps – trap detecting is a ‘specialty skill’ of the Rogue class and one of their primary contributions to the party, so we’re gonna let them shine in this area.
  • Using Detect Magic will grant a +2 ‘favorable conditions’ bonus to the caster’s Perception check to detect magical traps.

Hero Points
I use the Hero Points optional rules from the Advanced Players Guide.

Initiative
Surprise rounds work as written. Since we’re not in a hurry, we’ll use individual initiative for both party members and foes. I like the realism of this method.

Passive Perception
In hazardous situations I assume players are taking 10 on Perception unless they specify that they are attempting to find/see/spot something – then I will make the roll. Final Perception Check will be the higher of Passive Perception and the rolled check.

Skill Checks
Any time knowing the results of a skill check could give useful information whether successful or not (i.e. failing a Linguistics check to interpret a writing would limit the result to ‘No Information’ rather than leaving the possibility of ‘Wrong Information’) I prefer to make the check.
  • Intimidate Skill (Demoralize): Intimidate is effective vs. groups. DC vs. the first opponent (the one closest to the character) is normal; each further opponent (in order of increasing distance from the character) is at a cumulative +2 to the DC. If two opponents are equidistant from the character, their DCs are both equal to the higher of the two. Opponents further than 30’ away can not be intimidated.
  • Knowledge Checks: I will make Knowledge Skill Checks as you come across rooms, items, situations etc. and incorporate the results into the description. I find that this makes the game more immersive (as much as PbP can be immersive, anyway).
    • Knowledge (Local): Once you’ve spent three days in a specific locale KS: Local becomes a viable skill in that place (as long as you’ve been out and about, not keeping yourselves isolated). Additionally, for each month you spend there you’ll get a +1 bonus (max +2) to those checks. All other rules regarding KS checks still apply (e.g. – Untrained Use).
  • Tool Kits: Skills requiring the use of tools (Craft, Disable Device, e.g.) take a -2 penalty if being used without the appropriate tools.

Game Play

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