House Rules

Westmarch Campaign House Rules & Assumptions

  1. 4e D&D with all the trimmings. All WotC published materials are available, subject to review; 3rd party materials not permitted.
  2. Standard 22-point buy characters. Character Generator use is strongly encouraged. (The authoritative version of your PC is on iPlay4e or left on the gaming table.)
  3. Town is safe, to the East lies a quiet retirement – only in the Wild can you find adventure.
  4. Strict GM impartiality. In the words of the DM who inspired this game: “If the dice said you sucked a critical, a critical you did suck.” All die rolls made on the battlemat and not behind the screen.
  5. Sandbox style setting means players can easily find themselves in over their heads if they go too far – this is by design. The Wild is a dangerous place, and the temptation of pushing yourselves just a tiny bit further must always be weighed against the risks of running into some challenge that is simply beyond you. By the same token, the DM must resist the temptation to adjust things to better fit any given group of players – to do so undermines the whole idea that it is the player’s decisions that drive the campaign.
  6. Risks – and rewards – are designed around the assumption of a 6 person group. Adventuring with more than 6 people will result in easier encounters that generate fewer rewards per person – and the reverse is true as well.

House Rules

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