House Rules

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House Rules

Character Creation

1. Create a character from one of the following races:


a. Human
b. Dwarf
c. High Elf (sometimes called “Eladrin” in the campaign world)
d. Wood Elf (usually known simply as “elves” in the campaign world)
e. Gnome
f. Half-elf
g. Halfling
h. Half-orc
i. Dragonic (known as “Dragonborn” in the campaign world)
j. Tiefling
k. Holy One (known as “Aasimar” in the campaign world)

2. Create a character from one of the following classes:


a. Barbarian
b. Bard
c. Cleric
d. Commander
e. Druid
f. Fighter
g. Monk
h. Paladin
i. Ranger
j. Rogue
k. Sorcerer
l. Wizard

3. Use the “point buy” system to generate your ability scores. The core rulebook suggests that players either roll for
their ability scores or use the point-buy system. Your GM generally runs long campaigns, so overly flawed or overly
perfect characters will become problematic long before the story concludes.

4. Select character options from the Core Rulebook, 13 True Ways, Deep Magic, or Summoning Spells.
Discounting base race and class selection (see rules 1 and 2), you can feel free to select any of the character options in
these books. If you want to use options from another source, ask your GM first.

5. Clerics and Paladins must select a primary god to worship. Clerics and Paladins must invest at least one icon
relationship point with their primary deity. Domain selections must match this selected deity’s portfolio or be
reflavored so that they do. Please check with your GM for more details.

6. Use Icons for the 5th Age campaign setting. Any character options directly related to 13th Age’s default icons must
be reskinned and approved by your GM. Characters of a religious bent may also select one or more of the campaign
world’s gods as an icon. See rule 5 for more details.

7. Halflings and Gnomes use small weapons. As smaller creatures, members of these races are incapable of wielding
weapons of the same size as their larger counterparts. When calculating weapon damage for one of these races,
shrink all weapon dice one size (i.e. a d12 becomes a d10, a d10 becomes a d8, etc.).
8. Clerics and druids can steal certain Deep Magic spells. Some spells from the Deep Magic sourcebook are
appropriate for non-wizard spellcasters (for example: Angelic Seal for a cleric or Arrow of the Animal Spirit for a
druid). Ask your GM for permission, but you will generally be allowed to take such spells as if they were normal spells
for your class.

Gameplay

1. Reroll cocked dice. If a die does not land flat on whatever surface it comes to rest on, just roll it again. Dice that roll
off the table are automatically considered cocked.

2. Be ready to take your turn or delay it. When your turn comes up, be ready for it. Plan your actions in advance
while others take their turn. If you are unsure what action to take when your turn comes up and cannot decide within
a reasonable amount of time, delay your turn until you are. The GM will enforce turn delays at his discretion to keep
combat flowing.

3. Roll a maximum of 5 damage dice for weapon, spell, and recovery rolls. Average the rest. At high levels,
damage and recovery calculations can require you to roll an incredible number of dice. To keep these rolls
manageable, whenever you have to roll more than 5, just add the average value of the remaining dice ((maximum
value/2) + 0.5) to your total, then rounding the total value down. Roll any bonus damage or healing normally.

4. Use “Lasting Wounds” mechanics. When your character is reduced to 0 or fewer hit points, you take a penalty to
your maximum hit points equal to 2 + your level. This penalty stacks with itself and is removed only with a full heal-
up.

5. Roll icon relationship dice at the end of the session, not the beginning. In order for the GM to facilitate more
meaningful plot events, roll your icon relationship dice at the end of the session and apply the results to the next
session you attend.

6. Keep only one icon relationship roll result. If you roll more than one 5 or 6 on your icon relationship dice, keep
only one of those rolls. It’s your choice which one.

7. Magic Items Scale with character tier. All magic items have inherent bonuses to character stats. These bonuses
scale with tier automatically. For example, a magic longsword will grant a +1 bonus to attack and damage at level 1, a
+2 bonus at level 5, and a +3 bonus at level 8.

8. The surprising side of a battle gets one action each during the surprise round. If one side achieves surprise
against the other at the start of combat, all creatures on that side get to take any one action, acting in initiative order.
Combat then proceeds as normal, starting at round 1 with the Escalation Die at 0.

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