Super Nice Guys
- 3x Run: Can run at 3x speed with all normal rules for running, even if you’re not going in a straight line (normally running is 4x, but only in a straight line). This is not possible in full plate.
- Group Takes a 20: Whole party can collectively “take a 20” in a room in 1/(# in party) the time, using the average search score for the party. For example, 4 people with search scores of 8, 10, 12, and 14 can search 16 squares in 8 minutes, using the average search score of 11.
- Castling: If two party members are adjacent (and both players consent), one of the players may, on their turn, switch spots with the other player. This moves both pieces 5’, and counts as a move action for the character performing the move. The other character may take a full move action on the next turn even though their piece was moved 5’ on another player’s turn.
- Commission a Magic Item: +10% cost, BUT must find available/willing spellcaster to do it. Use same availability chart as for DMG items, but to find out if the item could be “made” available in the town. If not, the same search and transport fees apply, on top of the additional 10% for commissioning the item. So the commission price is basically always a guaranteed extra 10% on top of the normal price. Caveat: Items worth MORE than 75k OR with an XP cost (like wish) require a specific negotiation with the spellcaster making the item. Note that I typically value XP costs more than the DMG default – since PCs are typically unwilling to trade XP for gold in a 1:5 ratio, I assume NPCs are the same way. Items with a high-valued component cost may also require a specific negotiation, since it may not be readily available (read: may have to go on quest).
- 0-level Spell Rules: These rules apply to ALL spellcasting classes, and ONLY to 0-level spells. Choose six (6) spells from your 0-level list. Those are the only 0-level spells you know, and the only ones you can ever cast. It does not increase with level. However, you may cast any of those 0-level spells spontaneously, as many times per day as you please. For example, if a wizard chose 6 spells, among them mage hand and light, they could cast those two spells as often as they like. But the spells are still cast the same way, so all the components are the same and casting times are the same. So mage hand does not turn into a “Jedi power” because you still have to spend a round uttering incantations and waving your hands around to cast it. The main purpose of this rule is to improve spellcasting classes in combat at low levels, since there are some reasonable 0-level attack spells that can now be cast every round of combat, so a wizard “always has something to do.” Exceptions, fine print, etc: We’re following the normal rules in the book for all other spell levels. Rule is the same for all classes with one exception: If your class casts spontaneously AND allows you to know more than 6 0-level spells, you can know as many as is specified in the book. The only case of this I’m aware of is the sorcerer, who can eventually know 9 0-level spells. And of course, there’s a chance this might break some minor things, and we’ll fix those as we go. Most notable: Cure Minor Wounds — I’ll limit this to 1pt on any person at a time, because we can’t allow that spell to now be “infinite healing.”