Dragonic Chronicles of the 13th Age
Originally found in Google Docs, copy pasted here for convenience’s sake. The addendum section includes houserules not found in the original document as of post time, but will be remedied eventually.
These rules can be subject to change without prior notice, because I may not always be able to access the Internet to update this document.
Optional rules and all changes to existing rules shall only apply upon the agreement of the entire group to implement them.
Please be at the venue on time. If you’re going to be late, please notify the DM and/or your fellow players immediately. It can be both disappointing and a hassle to fellow players and the DM when an adventure is prepared and the game has to be delayed for hours on end just waiting for a fellow player.
Please be respectful of the GM, first and foremost. Because he is the arbiter, moderator, NPC director, and the guy in charge of making sure everyone has fun, he also has a lot more to handle at his hands than players. If you have any questions or problems especially with regards to his DMing style, notify him immediately so you could work something out. If there is no compromise possible, at the very least avoid being disruptive or destructive while on his table.
Please be respectful of other players, especially when it is their turn. You can give advice, but it’s still the active player’s decision if they will take that advice or not.
In addition to respecting the decisions their characters make in-game, you must also respect the fact that the player has invested a significant amount of time and effort of his own in making his character. Therefore, unless you and your fellow players have consented to doing so — especially the player(s) directly involved in the activity — please ensure that your decisions do not involve directly harming allies. I will not tolerate friendships being broken as a result of my games.
Finally, try to step up the drama of the story. It’s a game, after all, why not go crazy from time to time, do things that might seem unthinkable? The worst thing that could happen is that you’ll have to create a new character, but with all the things in the universal rules on character death, plus the possibility of adventuring in the land of the dead, there’s very little reason why you’d need to play it “safe”. Just be respectful of other players, as mentioned earlier.
- Improvised Actions: All non-combat improvised actions automatically succeed. Rolls will only involve what sort of complications may happen while you were taking said actions (which may produce unexpected and unusual results). This is in accordance to following the “Yes, and” as well as “Failing Forward” GMing philosophies. You are encouraged to think out of the box! Even in a power-centric system such as D&D 4E, you can make use of in-world effects to gain advantages that aren’t written down. Be creative :)
- Stunts: Stunts would be any improvisation done during combat that can inflict harm on enemies, and can be attempted once per round (to give chance to others). With sufficient in-story explanation you can choose to either deal damage equal to your level or inflict a condition as a minor action, so long as you success
- Recoveries: I’ve re-read the rules on the 10-session campaign, and according to the book each character should only have three (3) maximum recoveries instead of eight (8). I have adjusted existing characters accordingly.