House Rules of Note

This is where you will find House Rules that will be used during The Escape From The Temple of Jing. Some of these rules will be mandatory, others will be up for player vote.

This page is mostly for reference, but it’s worth reviewing these rules if you are new to the Temple of Jing and the rules associated with it:

1. Failure Should Be Fun, Or At Least Funny: Under ordinary circumstances, rolling a 1 on a skill check or a saving throw just means you add 1 to whatever modifiers you have for that particular check. Outside of combat actions, rolling a 1 doesn’t really carry much weight, even if it means you fail at a check.

The purpose of this house rule is to adjust that, and add more of a theatrical flare to the game. If you roll a 1 on a twenty sided die for any non-attack action, you can choose to either have the roll play out as-is, or you can opt to make that roll a critical failure, and gain a small reward of experience points for it. This amount of experience points will grow as the players grow in level, so it’ll always be somewhat worthwhile. If the player takes a Critical Failure, it will always be more detrimental to the player than a simple failure would be. However, it’ll also often be more theatrical. You don’t just fail to impress a crowd with your inspiring words, you slip and fall face first into one person’s meal. it’s up to a player’s judgement to determine if the risk is worth the reward.

2. Death Is The End: In the Temple of Jing, there are Insta-Death effects, something which many modern pen and paper games do not typically use. Just to make it absolutely clear: There are things in the Temple of Jing which can kill you in a single action, with little defense if you don’t anticipate them. No saving through, no defense. This is meant to add a bit more of a hardcore thrill to the game, and it is also something I recognize can bruise people’s feelings. So, at the start of the campaign, I will be asking about if these effects should be included in the game, or if I should phase them out.

3. Death Is Not The End: Likewise, it’s possible for a character to survive death in the Temple, as weird as that sounds. Although it’s rare, Jing may grant a character a chance to live again, bringing them back to life after they die horribly. Such things are rare, and usually only happen to those who curry Jing’s favor. How do you curry Jing’s favor? That’s up for you to discover!

4. Additional Player Races: In addition to the Core Player Races (and others by approval) all of the Player Races listed in the Players Guide to the Temple of Jing are available for players to play. You can find the Player’s Guide to the Temple of Jing here.

5. Luxury and Practicality: During Character Creation, a player must select two items that they get for free for their character. All other pieces of equipment they must pay for as normal using the book’s standard cost tables. These two items are a luxury item, which reflects something of personal or sentimental value your character would bring with them: something like a favorite book, or a box of fine cigars, or a picture of a loved one. This can’t be used on weapons or armor, but is intended to represent something used to reflect a facet of your character’s personality. The Practical item can be anything at all, as long as it is worth 500 gold or less on the cost tables.

6. Credit Where Credit is Due: A rule I’m borrowing from Hackmaster is the Player Recognition award system. At the end of every game session, the DM will ask the players whom amongst their peers they feel deserves recognition. This can be because their characters were particularly funny, or because their characters were essential to the group’s success, or because they just had a really rough time and their fellow players wanted to give them a kudos or something. A player cannot vote for themselves, and the player with the most votes will get a minor reward.

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House Rules of Note

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