The Shattered Land
1) at the start of the campaign, all players will collaborate to establish a common purpose that will bind all of the characters together. The purpose must conform to the following guidelines a. The purpose must be appropriate to the bounds of the campaign’s setting, which is primarily Xen’ drik and extends to the Thunder Sea and for a brief time may also extend briefly to include Sharn and Aerenal. b. The purpose must accomplishable by level eleven. Once level eleven is reached, the purpose will presumably be accomplished and a new purpose will be generated by the group. c. The purpose must not be evil. d. The purpose must be the primary goal of each player character in the campaign. Characters may have other, less important goals, but the purpose will take priority.
2) At the start of the campaign, the players shall draft a charter that will govern treasure sharing, the establishment of a common fund, and other issues the party chooses to address. Any rule imposed must be accepted by unanimous consent. No rule imposed shall be binding on the DM.
3) At the start of the campign, the players will nominate one player to serve as The party’s Commissar. This position imparts no authority over other players and requires the nominated player to undertake certain responsibilities, but comes with an excellent benefit: once per session, the commissar is entitled to one automatic success at any task that would otherwise require a die roll.
a. Responsibilities: the commissar is responsible for leading the party in accomplishing their purpose. When things begin to get unfocused it is the commissar’s job to assist the DM in bringing the game back into focus. The commissar will also be the default point of contact between the party and the the world’s various NPCs and will be expected to speak on behalf of the party in social situations.
b. Leadership bonus: while conscious, the commissar provides a bonus to saving throws to all allies within 20 squares. This bonus begins at +1 and will increase as the party moves toward it’s goal and acts as a cohesive unit. It will decrease as the party moves away from it’s purpose and fails to act as a unit. The DM will re-evaluate the bonus once per session, typically at the end of a session, and it will serve as a bit of a progress check. If, at the end of the session the party has moved forward, it will receive a bonus. If the party has failed to make any progress, they will lose their bonus.
c. Automatic success rules: the commissar is entitled to one automatic success per session. To use this ability, the commissar will, in lieu of making an attack roll, skill check, ability check, saving throw, or any other kind of roll, the commissar may simply declare his results successful and proceed from there. An automatic success is not considered a critical success. An automatic success cannot be used to accomplish impossible tasks.
The following rules are applied specifically to combat.
4. The tag in rule. As a minor action, a character may swap places with an adjacent willing player character.
5. The time limit rule. In order to keep combat fast, a six-second time limit will be strictly enforced. Once player’s turn begins, the player will have six seconds to initiate their character’s action. Should tithe time limit be reached, the DM will assume the player is holding their action for a lower initiative and will move on to the next player. The player holding his action may hop in as per normal rules. This rule applies to the DM as well, and under such circumstances it will be the Commissar’s duty to keep time.
6. The aid another rule. Rather than providing a flat +2 bonus, players who successfully aid another by meeting a DC 10 check will provide a bonus equal to their check divided by five. Players who fail the DC 10 check provide no bonus.
7. The fumble rule. If a natural one is rolled on an attack roll, skill check, or ability check, the character has fumbled. They fail the attempted roll, lose all remaining actions for that turn, and grant combat advantage until the beginning of the next turn.
8. The morale rule. All creatures now have a morale rating, the exact value of which is secret and varies from creature to creature. When encounters are generated,conditions that trigger morale checks will be included. Creatures that fail their morale check run away. PCs are not affected by this rule.
9. The shared action point rule. A player may spend an action point to give themselves a standard action as normal or to give another player a minor, move, and standard action which must all be used immediately.
10. Double damage/half HP. Every non-minion monster deals twice as much damage as normal and has a max HP value equal to half it’s normal max HP value. Additionally, each monster’s defense values is decreased by two. Once the party reaches an appropriate durability (anticipated to be around level 5), monsters deal damage one die size larger than normal.