Everyone knows that I do things a little differently. This is a list of house rules that affect the game. Normally in a tabletop game I would be able to explain these as they came up. However, the PBEM format requires actually type it all out so PC's know where I'm coming from.
Critical Fumble
The critical fumble table is used anytime anyone rolls a 1 a second die is then rolled to see what the additional affect is.
Attack critical fumbles
1 weapon breaks badly major repair (bow actually broke, sword bent)
2-3 weapon breaks but easily repairable (bowstring breaks, hilt reprositioned,
4-6 attacker drops his weapon
7-9 attacker accidentally hits other pc if feasible.
10-13 bad swing, if applicable their second attack cannot be made
14-20 bad swing, but no ill effects.
Skill use critical fumbles
1 skill fails in the worst possible way. Making a sword ruins the sword
and damages equipment. a knowledge roll will give false dangerous
information
2-3 skill fails and causes damage. The sword and metal is ruined.
A knowledge roll will give false information but not dangerous
4-9 skill fails and causes inconvenience. The sword takes twice
as long to make and must be rerolled. A knowledger roll gives minor
extremely unuseful information
10-20 skill failed no other additional effect
Languages
This informatinn is elsewhere on the site but it seems to be difficult
to find so I thought I would copy it here.
Each character recieves 6 points + 2x language bonus to put into languages. At least 3 points must be spent on one language this simulates the native language. Each race has a list of easily available languages to start with other languages may be added but require some justification. For each level in addition to skill points the character recieves 1 skill point that much be spent on language.
Read/Write Language
Reading a Language does not require a skill roll under normal circumstances
1 -- pidgin barely able to read
2 -- may read slowly
3 -- fluent
4 -- scholarly language
Speak Language
Speaking a Language does not require a skill roll under normal circumstances
1 -- pidgin barely able to understand
2 -- approximately a 10 year old vocabulary and speech
3 -- fluent
4 -- scholarly language
Skills
Unless otherwise stated the skills in the player's handbook for class
skills may be assumed to be class skills. If the skill is listed
in the general skill list it counts as a class skill for everyone when
purchasing the skill.
There are three ways to gain skills.
Skills practiced during game time for extra skill points must follow all the maximum limits by level. These skill points are primarily for character development. When spending them please keep in mind that for the most part they will be things you wouldn't normally spend your class points on. If a person spends all of his time practicing thieving skills to allow him to gain a level and additional skill points he would probably want to practice something unrelated to relax.
Feats
All Feats must be taught by someone who knows it. Sometimes people
will charge money or future favors to teach a feat. The more common
ones are usually easy to learn but the more esoteric feats could cost a
pretty penny. Your former master will usually teach you a few additional
feats just to help you out but that won't continue for more than a level
or two.