The rules presented below are primarily designed to facilitate smooth game-play at the table and to give the game world a unique feel. Each rule is presented in a standard format: the rule mechanics are explained, an example is described on how the rule works, and then the necessity of the rule is justified.
Respect & Teamwork
Players are expected to treat each other with respect while at the table. Everyone in the group should feel comfortable with contributing input and be given plenty of room to voice their opinion. Wasteland is a cooperative campaign with a focus on utilizing teamwork to overcome obstacles and challenges. Disruptive game-play is highly discouraged. Despite what a player might think their character would do, the enjoyment of the group takes priority if one player's actions would disrupt the group's cohesion.
Player Absence
The DM will make a reasonable effort to inform the group of the upcoming gaming schedule. If a player repeatedly does not show up to sessions and does not communicate their intended absence before hand (barring emergencies, of course), it will be assumed that player is leaving the group and someone else will be invited to take their place. If a player is unable to attend sessions on a regular basis they may be asked to take a leave of absence until they can sort out their schedule.
Should a player be absent from a game, one of the other players may be asked to take over the absent player's character during combat. The absent player's character will earn half of the combat experience they would have if the player were present. The player who is taking over the absent player's character will gain a bonus of 10% experience to his or her own character for doing so. For example if Sandy can not attend the game, John will play Sandy's character. During combat the characters in the party gain 1,000 xp each. Since Sandy wasn't at the game her character only gets 500 xp, and since John played Sandy's character, John's character gets a bonus of 100 xp (for a total of 1,100 xp).
Rules Debates
As the group meets only once every week (or less), it is important to emphasize a focus on play time over the "little stuff". If a question about rules can not be answered within a few minutes, the DM will make a substitute call to move the game forward. The rules may be discussed at length after the game session is over to resolve any confusion. Similarly, the DM may ask that off-topic conversations be postponed until the end of the game, or during a break from play, to avoid distractions.
Rolling Dice
All rolls must be resolved with real dice. Dice numbering should be visible enough for other players at the table to see the results of your rolls. A die will be rerolled if it should fall off the table or land cocked (ie: tilted or leaning on a miniature). The DM may conceal certain rolls if the characters would be unaware of the result (such as an enemy's bluff or move silently skill check). This rule allows players to share in the excitement and frustration of each others' rolls, prevents players from fudging dice rolls, and bans electronic dice rollers (nearly all of which are powered by psuedo-random number generators).
Errata
Officially posted errata supersedes any material published in WotC source books. Many rules have been revised or corrected from their original printing, so please check the errata before using a source book.
Rule Variants
- The Action Points variant is in effect. Action Points help to add a cinematic element to the game.
- The Players Roll All The Dice variant is in effect, but has been modified. 12 is added to attack scores, save scores, and caster level scores rather than 11. This rule cuts out a lot of work for the DM, but it also keeps players in the action even though it's not their turn.
- The Reducing Level Adjustments variant is in effect. Characters must spend their experience to reduce their level adjustment as soon as they are capable of doing so. This house rule reduces the impact of level adjustments at higher levels.
- The Psionics is Different variant from the Expanded Psionics Handbook is in effect.
Magic Variants
- Although technically not a house rule, players should be aware that the polymorph subschool rules on page 91 of the Complete Mage source book are in effect and apply to psionic powers and shadow mysteries as well. If you plan to use polymorph abilities, or want to play a character that uses wild shape, please be sure to read these rules.
- Spells, powers, or mysteries in the polymorph or teleportation subschool are two levels higher than the their actual level. For example, teleport is now a 7th-level spell for sorcerers, wizards, and clerics with the travel domain. The secrets of these powerful abilities have nearly been lost since the Planeshift, and only now are beginning to be rediscovered.
- Spells, powers, or mysteries in the calling subschool (planar ally, planar binding, etc), or that allow communication with other planes or deities (commune, contact other plane, etc), or that utilize extradimensional space (ropetrick, mage’s magnificent mansion, etc), or that specifically summon riding mounts (mount, phantom steed, etc) do not exist in the Wasteland campaign. Communication with other planes and with deities has been impossible ever since the Planeshift, and abilities that create extradimensional spaces seem to no longer function. Fast travel mount spells have been removed to allow the story to focus on the journey rather than the destination.
- Spells used on the Material Plane with the fire descriptor are enhanced and are cast as though they were prepared with the Empower Spell feat, though they don’t require a higher spell slot. Spells used on the Material Plane with the water descriptor are impeded and the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. Psionic powers are affected by Empower Power or require a Psicraft check respectively, and shadow mysteries are affected by Empower Mystery or require a Spellcraft check respectively. Scholars believe that the Planeshift has caused the Elemental Chaos to manifest unevenly on the Material Plane, which explains the drastic change in how these supernatural abilities work.
Hit Points
The DM will manage hit points for all player characters. Damage will be described rather than numerated, for example a hit may be "a glancing blow" or "has cut deep into the flesh". The DM should inform players how their characters are doing at the beginning of each initiative round, but ultimately it is up to players to ask the DM how their characters are doing. Players may also ask how an opponent or ally is fairing, and the DM will respond accordingly. Example adjectives may include "winded", "bloodied", "injured", or "teetering on death". This rule adds excitement and an element of danger by removing the metagame knowledge of a combatant's potential lethality.
Alignment
Alignment is not a straitjacket in the Wasteland campaign setting. Characters may take actions they deem necessary, even though it may seem against their alignment. For example, say a chaotic good fighter has just defeated and captured a group of orcs. The fighter may decide to slaughter the defenseless orcs, knowing full well that they would pillage nearby settlements again if they were released and allowed to rearm. While slaughtering intelligent humanoids is not something a good-aligned character would typically do, the fighter believes further loss of life is being prevented by dealing with the threat now. This kind of gray-area decision making can enhance character development in interesting ways and add new dimensions to a character's personality, but it should not be overused.
Player characters may not be an evil alignment (Lawful Evil, Neutral Evil, or Chaotic Evil). Player characters who regularly commit evil acts without exploring alternative solutions risk having their character shift to an evil alignment, resulting in that character becoming an NPC and being taken over by the DM.
Renaissance Firearms
Firearms are available in the Wasteland campaign setting, but may not be available in all areas. The rules for renaissance firearms are presented on page 144 of the Dungeon Master's Guide, although the prices will likely be much higher than those presented in the book.