E6 House Rules

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Races

Characters from the Old World or those whose families are new arrivals may choose from the following player character races:

Characters from the New World may choose from the following player character races:

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Character Classes

We will be using the Generic Classes as presented in the Unearthed Arcana.

  • If you multiclass, you cannot gain the +2 save bonus to the same saving throw twice. You must choose another saving throw to gain the bonus to.
  • If you advance in all three classes you cannot help but gain the +2 bonus twice in one saving throw category. The above limitation does not apply once you add your third class.

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Additional Character Building House Rules

  • Character Traits
    Each character may select one character trait. He also has the option of rolling once or twice more for additional traits. In addition to the standard benefits/penalties received, characters can be awarded bonus experience for following playing their traits and penalized for ignoring them.
  • Weapon Group Feats
  • Fate Points
    Adopted from the Conan RPG, fate points allow you to do many unlikely things.
  • Reputation
  • Social Standing

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Combat House Rules

The combat rules of Dungeons and Dragons are more geared towards medieval combat than the fast paced swashbuckling that represents Unfettered Blades. To simulate this feel I am instituting the following house rules.

  • We will be using the Armor as Damage Reduction rules from the Unearthed Arcana (3.5).
  • In melee you may defend yourself in one of two ways:
    • Parry. Your parry defense is equal to 10 + armor bonus + melee attack bonus.
    • Dodge. Your dodge defense is equal to 10 + armor bonus + reflex save.
  • Ranged defense is as melee defense, though you cannot parry missile weapons unless you are wielding a shield and you can never parry a firearm.
  • The maximum dexterity bonus by armor worn applies to your reflex bonus, not your dexterity bonus. Thus a character wearing chain mail cannot add more than 2 points of his reflex defense to his armor class.
  • Damage dice explode. If you roll maximum damage on a die, re-roll that die and add it to the total damage. Repeat this process until maximum damage is not rolled. This rule applies to critical hits as well.
  • Double Crits. If you roll a critical threat and then repeat that result on the confirmation roll, roll a third time. If this third roll is a hit the character struck is considered Wounded. He must make a fortitude save (DC 10 + damage rolled) to determine the severity of the wound.

We will be using the following house rules:

From Combat & Tactics

Home-Brew House Rules

  • Wound System
  • Panache. Once per session per point of charisma modifier the character may add his base will save (without wisdom modifier) to any d20 roll.

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E6 House Rules

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