House Rules

  • Style Points – Style Points give you the chance to do something awesome!
    1 SP: Re-Roll any d20 roll (except a Nat “1”)
    1 SP: SWITCH positions with an adjacent ally (no OA provoked)
    1 SP: ADD 1D6 to any d20 roll (before learning of success/failure)
    2 SP or 1 AP: make an Encounter or Daily Power RELABLE
    2 SP: HEROIC DODGE to avoid a single hit against you
    2 SP: GREAT TIMING to arrive just in time (must not be currently engaged, DM discretion)
    3 SP: recover one Daily Power
    3 SP: AUTO SUCCESS! on any d20 roll
Everyone starts each game session with an Action Point and a Style Point. Earn more Style Points by doing really cool things. (To compensate, Monster Groups now get 2 “group” Action Points in an encounter)
  • Critical Hits & Funbles – we use “Critical Hit Deck” and “Critical Fumble Deck” (Paizo Publishing)
    Natural 20 = CRITICAL! Draw a Critical Hit Card. Do your MAX damage.
    Opt 1: Use Effect from card (to be described by DM)
    Opt 2: Keep the Card, do NOT use the effect. (Max 1 Card per Player)
    Spend Card later to avoid a Crit or Fumble.
    Natural 1 = FUMBLE! Auto Fail. Draw a Fumble Card.
  • Fortune Favors the Bold (Paragon-tier Open-ended d20 roll rule, stolen from Internets)
    If you roll a 10 or 20 on a d20 roll, you MAY roll again, adding new roll to your previous number(s). Roll a “1” and entire string is a bust, a MISS, AND a Fumble.
    High-powered Monsters ALSO benefit from this rule (Elites, Solos, & Leaders)
    EFFECT on Combat of Open-ending Rolling:
    Beat Defense by 10+ target takes 1d10 damage
    Beat Defense by 20
    target takes 1d10 damage & is DAZED (end of your next)
    Beat Defense by 30
    target takes extar damage = to it’s BLOODIED value
    Beat Defense by 40+ as ^ & DAZED
    Beat Defense by 50+ as ^ & HELPLESS
  • Fortune Cards (WotC) – haven’t decided yet if they fit our style
  • Home-made Achievement Cards – an idea we stole from the Internets. Similar to Fortune Cards, but more storytelly-ish. Earn you Style Points (sometimes Action Points, too!)
    At beginning of each gaming session, draw 4, keep 2. Can keep from previous Session, but count against the number you draw.

House Rules

HYDRA GM_Scott_Han