The following are house rules that I use in the games I run. Some have been introduced to help balance the game, while others are more general policies. This list may be updated occasionally. It is important to note, though, that I follow the policy of “Rulings over Rules”, meaning that all rules (including these house rules) are subject to bending, breaking, or tossing out the window. It is my intent to use this policy to give players greater flexibility in their gaming and to follow the golden rule of gaming: Fun is First Before All.
- Alignments are soft: you might notice that there are no alignments listed anywhere on the wiki. This is to promote the idea that all things have many motives and to encourage characters with conflict in their personality (though by all means, feel free to play a rigid character as well).
- Good roleplay gives bonuses to your checks. This is fairly subjective to the DM’s mood, but I always try to reward good roleplay with bonuses. Note that this includes roleplay in combat; if you describe your attack in a cool way or do something I think is cool and fits/develops your character in or out of combat, you will get bonuses.
- Divine magic (exception: Wolfos Druids) is rare on Daern. Players must get DM approval before playing one. This is to reflect that the deities in Daern take a less direct role in the lives of mortals.
- Telepathy uses languages. To converse effectively with telepathy, the participants must share a language. Basic feelings can be conveyed with telepathy but without shared language, these feelings can be misinterpreted. This rule is to help balance the enieto race with the other races.
- Spells/powers that effect only humanoids (ie Charm Person) can effect enieto and wolfos in Daern, even though they are not classified under humanoids. An enieto or wolfos targeted with such a spell receives a +1 bonus to its save. This rule is to help balance these races.