Table of content

Morrowind DnD 3.5 - penwatch.net

Custom Rules

Created Saturday 10 May 2014
Modified 2014-05-19

Morrowind is not a typical D&D setting. The following differences should be accounted for.

Skills

Skills are modified in this game. See Skills.

Strange creatures

The creatures in Morrowind are not standard D&D creatures.

  • You should not expect creatures to be identified using the "standard" Knowledge skills. See Skills. The "identification" knowledges are K. Arcana, K. Arch&Eng, K. Daedra, and K. Nature.
  • You should not expect creatures to have "standard" traits, immunities, vulnerabilites, etc. Check your copy of Monster Manual at the door. (Tim! this means you!)

Poison

  • Using poison is not evil.
  • Possessing poison is not, itself, illegal.
  • Poisoning subjects of the Emperor is illegal (in the same way that assault or murder is illegal.)
  • Outlaws are not subjects of the Emperor and may be dealt with freely.

Shopping

Shopkeepers do not carry arbitrary stock.
The quality of items for sale is dependent on the prosperity of the merchant.
The kind of items for sale depends on the kind of merchant you are talking to.

While the general store may be assumed to have all common adventuring supplies, magic items as you know them from D&D are not generally available from stores.

Selling

Merchants only buy items they can sell in their store. The typical buy-back value is 25%. Haggling using Appraise, Bluff, Diplomacy, Intimidate, etc. is possible and recommended.

Pawnbrokers will buy 'miscellaneous items', but at a mere 10% of base value. (How do you think Cash Converters make their money?)

Loot

Loot is pre-determined. Your enemies will oppose you using any items they have, before you pry said items out of their (living prisoner, unconscious, cold dead) hands.

Alchemy

See Alchemy.

Thrown Potions

  • You can throw a potion as a weapon with a ranged attack.
  • Alternately, you can sling a potion as a weapon. You take a -2 penalty for using "improvised ammo".
  • Unless noted otherwise, potions only affect one creature or one five-foot square.

(Should potions be a ranged touch attack or a ranged attack?)

No extradimensional spaces

There are no extradimensional spaces in the world of Tamriel. Therefore there are no bags of holding, handy haversacks, portable holes, rope tricks, or any other spells or items which rely on extra-dimensional spaces or other planes.

For carrying-capacity purposes, see the Feather line of spells.

(The only extradimensional spaces in the Elder Scrolls setting are the sixteen Planes of Oblivion, and you really, really don't want to open gates to them.)

No Conjuration [Creation]

There is no magic in Tamriel which can create something from nothing. (This is the same as in Julian's Lands Under Sky game.)

Spells which can be re-fluffed to not create actual matter may be modified for use in this setting.




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