House Rules
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House Rules

  1. A character can assess another character’s health with a successful Heal Check DC 15 
  2. Attacking a creature that’s been turned breaks the turn for all creatures
  3. An opponent can always make an reflex save to oppose your tumble check and gain the attack of opportunity 
  4. The actual distance a huge (or larger) creature moves when taking a “5ft Step” is equal to the creatures facing.
  5. Magical weapons automatically size to match the creature holding the weapon. 
  6. When a creatures rolls a natural 1 it’s a possible critical fumble, roll another attack to confirm the fumble.
  7. When a creature fumbles, it looses all remaining attacks.
  8. When confirming a critical hit, rolling another critical hit allows the creature to confirm again. Success adds another die of damage.

Exceptions

Only James' game will use rule #4.