Houserules are found throughout the site, usually in a small font italic note labeled "Campaign Rules". I'll try to compile these here (just using cut and paste) but it may end up being out of date from time to time.
The rules below do not include the added "input" to rules by Dispel Confusion or Sage Advice or similar. I include those inline with the text from the rulebooks to help adjudicate around conflicts or vague wording (it is normally obvious where I include such text what the ruling will be be). In some cases, I'll include the text but then will add a Campaign Rule that overrides.
See Character Creation above.
See Magic-user.
In these rules, all Magic Resistance is expressed in a % which has been pre-adjusted for 11th level casting (ie. +55%) - the chance is adjusted downward for every level of the caster.
In these rules, all Surprise is expressed in a % including a creature's chance to Surprise Others.
ie. A surprise result of over 1 segment of surprise is referred to as “Complete Surprise”.These charts/tables may assist in understanding the general flow. (Like everything else, this is largely automated in game)
A missile weapon with a fire rate greater than 1 will produce all attacks on the wielder's turn in combat. A high level fighter can choose to divide attacks as if these were iterative attacks including gaining the initiative benefits for the "multi-attack" ability (for clairity, this does not mean the fighter gets additional iterative attacks, just that they can treat the fire rate as such if greater than 1).
Spell commencement begins when the round begins (ie. on segment 1). While casting a spell, the spell caster is immobile (motionless). Scrolls are treated as spells (with the scroll being the material component) but, if interrupted, the scroll is not consumed. Using abilities or items do not make the individual immobile/motionless.
Movement from one place to another is typically a major action (all you can do during the round) unless you are charging to attack. Missile fire is granted to declared missile actions if anyone is charging (missile fire occurs first).
Swim speed is equal to land movement speed for those that can swim. Most adventurers will sink given their equipment and can move at half speed once "on the ground" assuming some debris (the GM will adjust for deep silt or other obstructions or blindness due to swirling muck or lack of light).
Creatures without a swim speed are delayed.
We use rules included from Deities & Demigods.