Homebrew Rules

Here within lies the homebrew rules in which I have in my experience found work the best for a homebrew Unofficial Pathfinder Game. These are made and broken as seen appropriate, because I strongly believe that being a rules lawyer is not worth the time or effort. Rules are merely guidlines, enough to keep things moving but also not enough to hinder us on a railroad.

Homebrew Rules:

  1. Rule of Cool. If it's cool but breaks a few mechanics and doesn't take away from the game or give any distinct advantage, let it happen. Kick things off ledges, throw people through windows, perform cool.
  2. The art of storytelling. Sometimes the Gamemaster is able to change how mechanics work in sake of telling a story as long as it doesn't put any player at a disadvantage.
  3. Death will result in either the character going into limbo and waiting to be resurrected (this is a rare event that happens so few and far between it is unheard of to be successful) or the player agreeing to dismiss the character. The controlling character can take control of an NPC if available until the player can make a character to whichever race and class they desire, or make a new character with which limitations may apply depending on the current plot line location.
  4. Any rule or other disagreements will have a swift ruling by the Gamemaster and may continue after the session. However, the Gamemaster's ruling stands for that session without complaint. If the post session arguments change the rule it will apply henceforth. Appropriate research will be undertaken to correctly balance the ruling.
  5. Character's have a passive perception (presumed to be taking 10 on perception at all times) and the Gamemaster can roll for characters in secret as to maintain secrets for any skill a character may possess.
  6. If your character is to speak, you should ideally use their voice or indicate in game voice vs out game voice. Anything said outside of your character, even sarcastically can happen in game if the Gamemaster sees fit. Don’t fuel the Gamemaster.
  7. It's not Meta-Gaming and therefore not punishable if you can roleplay it out or give a reason as to how your character knows / acts on information they are presumed not to know.
  8. Critical hit cards can be used if the Gamemaster or player has brought them.
  9. Good roleplaying in a Charisma based skill will grant a small bonus in NPC interactions as well as the possibility of more experience points.
  10. The killing blow is to be narrated by the player who is performing the action. This won't be for all enemies, usually mini-boss and boss battles and the last kill of a mundane encounter.
  11. Team play. Splitting the party sometimes is a necessity and cannot be avoided, however if you walk off for a reason that really cannot be justified please consider your other players and how much time it will inherently take. Wandering off in certain places will result in you fighting what was planned for the entire party alone, this will almost certainly end in character death.
  12. Heroic, brave and daring actions will be rewarded heavily. I.E. The dragon flying past the edge of the cliff is trying to retreat, if you decide you want to run and jump off the cliff (which will result in certain death on failure) and plunge your sword into the dragon’s back as it flies past this will be a heroic, brave and daring act. You will be granted bonus experience (as much as an extra half of the encounter), possibility bonus loot and be granted a D&D 5e Inspiration dice (if the session ends before this is used, it is automatically traded in for 50 xp). If you fail a daring act you will not be punished and if death is encountered you will have a choice of level between 1 and ½ APL to create a new character at.
  13. The Experience System being used will be run through at the Fast advancement. Due to the biweekly schedule and minimum hours played it’s ideal to optimise the time in which the characters are played.