The following are a number of house rules that apply to in-game play:
We don't use experience points in Ledge Campaigns. If you would need to use XP, use GP instead, at a 1:5 ratio (1 XP = 5 GP).
Characters gain a new level whenever specific milestones have been achieved. Usually, this is the conclusion of an adventure or quest within the larger campaign. When these are completed ahead of schedule, players can expect to level once every 10 sessions or so. All player characters will gain levels at the same rate, and new players will build characters to match the current level of the group.
There is a tendency of many groups to minimize the number of encounters per day and maximize the number of rests. Also, many adventures take place over a period of weeks or months rather than hours. Yet magic is a fickle thing in the World of the Ledge, and rarely dependable.
Instead of regaining daily abilities and resources (such as spells slots per day) after every long rest, characters will only regain these abilities after either a long rest or a full play session (whichever is longer). For example, if players are fully rested when they enter a dungeon, they will not regain their abilities until the next session at the earliest. Likewise, if players are engaging in a months-long investigation all within the same session, their daily abilities will not recharge until the next session (even though months have expired in-game). Characters in the world have no explanation for this phenomenon, besides the unpredictability of magic. Players should plan accordingly.
We'll be using a modified version of the Hero Points system, see here: 3.P Fate Points House Rules.
Nothing is completely certain, luck can always turn the tide.
Whenever a player rolls a natural 20, they must roll again. If the second roll is also a natural 20, then they roll again (critical confirmations count as the second roll). If the third roll is a natural 20, then that player automatically wins the current encounter. They gain narrative control of the story and may describe how their character managed to single-handed overcome the current challenge. Players narrating should still be respectful to other players and the GM.
Similarly, if a player rolls a natural 1, they must roll again. On another natural 1, they roll again. In the event of three natural 1s in a row, that player automatically loses the current encounter. Usually, this means that the party fails in its objective, not that the player's character dies or is otherwise removed from the action.
NPCs can roll Triple 20s too, but this only applies to named NPCs. Any NPC can roll Triple 1s and lose the encounter.
In rare instances, a player or NPC can roll more than three natural 20s or natural 1s in a row. These are handled on a case-by-case basis, but they could result in the character winning or losing the entire adventure / quest, gaining some lasting boon, or even dying terribly.
Environments are more deadly in the World of the Ledge. Among other changes, the maximum damage that environmental hazards can inflict increases from 20d6 to 150d6. This applies to fall damage, contact with lava, intense pressure, and similar extreme environmental conditions. Players are advised to tread carefully.
Many DCs are quickly outpaced by the high-power characters in Tiered Gestalt. To allow for at least some chance of failure, the DCs for effects that are not a function of character statistics have been increased. This includes the DCs for environmental effects, as well as poisons, and a number of other incidental abilities.
Use the following equation to derive the new DC from the old DC:
(Old DC - 5) * 2 = New DC
(where the New DC is greater than the Old DC)
This does not apply to ability checks, level checks, or similar. Nor does it apply to spell DCs or the DCs of most supernatural abilities (as they're a function of a character's level and ability scores). The GM still has discretion in raising or lowering DCs.
Immunity to effects now functions as superior resistances:
Additionally, sentient undead, constructs, and other creatures normally immune to mind-affect effects by nature of their creature type are no longer immune to mind-affecting effects. To be considered sentient, the creature must have an Intelligence, Wisdom, and Charisma score of at least 3.
Damage Reduction mostly works as normal with a few changes:
Teleportation rules are unchanged from standard Pathfinder, but a few clarifications may be necessary.
The World of the Ledge doesn't have the planes typically used for teleportation, such as the ethereal, astral, or shadow planes. Instead, it has the Veil, a catchall for the transitive planes. If an effect would block travel to any of the above planes, it also blocks all forms of teleportation that require access to any of the above planes.
Teleportation is treated as a form of movement for effects that limit movement or depend on movement, other than attacks of opportunity. For example, Shadow Pin would prevent a character from teleporting.
All actions that expend attacks of opportunity to use count as attacks of opportunity for purposes of effects. For example, if you get a +2 to attack on attacks of opportunity, that bonus also applies to parry attempts.
Ledge Campaigns have more immediate and triggered actions than normal. I prefer to use a first-in, last-out method, similar to the stack in Magic: the Gathering. For example, if an action A provokes an attack of opportunity B, then B will resolve before A. Similarly, if another character declares an immediate action C in response to B, then C will resolve before B and A.
In some cases, immediate or triggered actions can't resolve after the entirety of the action or effect they're responding to. This is handled on a case-by-case basis. If the actions of multiple characters would trigger simultaneously, they're placed on the stack in initiative order (or an order of the GM's choosing outside of combat).
Players are encouraged to keep to a reasonable number of free actions per turn. Each free action of the same type after the first may come with an additional action cost.
For example, a character trying to identify several different monsters on the battlefield as part of the same turn might spend a free action for one Knowledge check, a swift action for their next check, then a move action, and finally a standard action for their fourth knowledge check to identify a monster.
This is mostly meant to limit infinite chains of free actions, but effects that expressly allow multiple free actions of the same type each turn are unlikely to be impacted. Check with the GM before planning to execute multiple free actions in the same turn.
Infinite loops stop after the first iteration. For example, if you cast Fabricate to create something insanely expensive to sell, you'll get it, but just that once (other attempts will fail). If you try to fill a valley with a decanter of endless water, you might only have enough to fill a small pond (then it's empty), but if you use it for different purposes day-to-day, it won't run out, etc.
We're not using the massive damage rules.
Tiered Gestalt allows for powerful characters, and frequently this means that their stats are off the charts (literally, in some cases). This can put some characters dramatically behind (for example those that rely on summoned creatures). Whenever a player brings a familiar, companion, cohort, or other minion to the battlefield, they can choose to have it use "Base Stats" rather than its own stats. These base stats are the average of all tiered gestalt characters I've tracked for that minion's level. As such, they represent a decent baseline, and won't be immediately outclassed. However, if you choose to use this base stats, the minion can't benefit from additional buffs of any kind - they're essentially locked to these averages.
Players with many minions are advised to form them into troops or other groups for ease of play. Talk to the GM about these options.
For battles we will use the Mass Combat rules with a few alterations. I'll post more house rules on this as we explore the system more.
We'll be using the Kingdom Building and Downtime rules with several alterations. I'll detail these house rules later as we explore the systems.