The Dragon's Call
These house rules are owned by the GM of the game and are a work in progress. Suggestions are encouraged and rules can change at the discretion of the GM.
1. Know when to chill. It is just a game.
2. Have fun. It is a game.
3. Natural 20: A roll of a natural 20 on a d20 is always a success, no matter what difficulty or modifiers might be in place. There is only one controlling rule: You must have been allowed to roll in the first place. For example, someone without trapfinding cannot disarm a magical trap, even if they roll a 20 for Disable Device, as non-trapfinders are not even allowed to attempt to do so. This goes for NPCs as well as PCs.
4. Natural 1: A roll of a natural 1 on a d20 is always a failure, no matter what bonuses or benefits might be in place. This may be a “botch,” a “fumble,” or a “critical failure.” (To determine this, roll the check again. If you would have failed a second time, the failure is exceptionally bad.) Exactly what this means depends on the type of roll you botched. If it’s a skill check, not only did you fail, but something actively bad happens as a result. If it’s a saving throw, you take the worst possible effect. If it’s an attack roll, you lose any remaining attacks for the rest of the round; if you have no attacks left, you may instead be considered flat-footed until your next action. If it’s a concentration check, you lose the spell and may be flat-footed, etc. Note that this also applies to bad guys as well as good guys…
5. Secret Rolls: Certain rolls may be made privately by the GM, in order to maintain tension and create necessary moments of uncertainty. Perception, Stealth and Disable Device are the most common skills for this use, but they are not the only ones. In some cases, for example, Knowledge checks might be made in secret, in order to keep players guessing about how much information they can trust. Only regular skill rolls will generally be made in secret; special class abilities, spell use and the like doesn’t fall under this rule unless specifically noted. In addition, even if a roll is made in secret, the player will always be informed if the result of a roll is a natural 20.
6. Session Recorder: In the interest of keeping a record of game events each gaming session will have a session recorder separate from the GM. One player can volunteer or one player can be selected by the other players. The session recorder does not need to be the same player every session. The session recorder is responsible for ensuring that the adventure log is updated.