From 180e5ac7cb9cd926de1172870a164292a4a69dab Mon Sep 17 00:00:00 2001 From: Zachary Vance Date: Sun, 14 May 2023 21:43:35 -0400 Subject: [PATCH] house rules --- tbd/house_rules.html | 367 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 367 insertions(+) create mode 100644 tbd/house_rules.html diff --git a/tbd/house_rules.html b/tbd/house_rules.html new file mode 100644 index 0000000..6a95ac1 --- /dev/null +++ b/tbd/house_rules.html @@ -0,0 +1,367 @@ + + + + + + za3k > tbd > house rules + +
+
+
Leveling
+
(general)
+
+ We will use milestone-based leveling. +
+ +
+
Feats
+
(general)
+
(PHB 165)
+
+ We are using optional feats. +
+ +
+
Multiclassing
+
(general)
+
(PHB 163)
+
+ We are using the optional multiclassing rules. Limit of 2 classes. +
+ +
+
Less Luck
+
(general)
+
+ We are not using inspiration, healing surges, or hero points. The Lucky feat is disallowed. +
+ +
+ +
+
Slow healing
+
(healing)
+
(DMG 267)

+ Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. +
+
+ +
+
Slow rests
+
(healing)
+
(DMG 267)
+
+ Each night the party gets a short rest. Long rests are available with a week of rest, or a full day of rest in a base camp or inn. +
+ +
+
Healing above 0 hp
+
(combat, healing)
+
(house)

+ If a hero is reduced to 0 hp, and heals back to positive hp, they gain one level of exhaustion. This is to prevent "bouncing" between 0hp and 1hp. Exception: Healing with a natural 20 death save. +
+ +
+ +
+
Flanking
+
(combat)
+
(DMG 251)

+ If two PCs (or enemies) are directly opposite an opponent in melee, they get advantage on melee to-hit rolls. +
+ +
+
Standard combat otherwise
+
(combat)
+
+ We are not using the optional Cleave rule. The optional disarm, mark, overrun, shove, and tumble actions are not available. +
+ +
+ +
+
One roll per approach
+
(skill)
+
+ If the party is trying to do something, only one roll is needed (perhaps with assistance), not one per player. +
+ +
+
Take 10
+
(skill)
+
(house)

+ If a character is under no time pressure (ex. setting up camp), they can use a dice roll of 10 (passive score) instead of rolling dice for an ability check. +
+ +
+
Take 20
+
(skill)
+
(PHB)

+ If there is no penalty for failure (ex. picking an untrapped lock), a character use 20x the usual time to treat a die roll as a 20 for an ability check. Usually 2 minutes. +
+ +
+
Epic-Level ACs and DCs
+
(skill)
+
(house)

+ In rare circumstances, the DM will not treat a 20 as automatic success (or 1 as automatic failure). Instead, you will reroll and add 20 (or subtract 20). +
+ +
+ +
+
Tracking equipment
+
(items)
+
+ You are expected to track your own food, water, torches, arrows, encumbrance, and so on. +
+ +
+
Item Crafting
+
(items, magic)
+
+ PCs will be able to craft their own magical and non-magic items. Ask the DM for specifics. +
+ +
+
Identification
+
(items, magic)
+
+ Magic items are not automatically identified after a rest. Studying an item in-game will give hints as to its use. Many will be easy to identify, others will be harder or need an identify spell. +
+ +
+
Magic Item Charges
+
(items, magic)
+
+ Store-bought wands (staffs, etc) do not recharge. Found and crafted items may. +
+ +
+
Magic Interactions
+
(magic)
+
+ Multiple magic items or spells may interact in unexpected ways. For example, drinking two potions at once, or casting levitate while on a flying broom. +
+ +
+ House Rules +
+ +
+
+
+ + + + + + + + +
LevelEffect
(Cumulative)
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attacks / saves
4Hit Point maximum halved
5Speed reduced to 0
6Death
+
Exhaustion
(PHB 291)
+
+ +
+ + + + + + + +
SellBuyCraft
Common50gp100gp50gp, 2 days, 3rd level
Uncommon250gp500gp250gp, 10 days, 3rd level
Rare2,500gp5,000gp2,500gp, 100 days, 6th level
Very Rare25,000gp--25,000gp, 2 years, 11th level
Legendary250,000gp--250,000gp, 20 years, 17th level
+
Halve prices for consumable objects like potions.
+
Magic Item Costs
+
+
+ +
+
+ + + + + + + + + + +
Ability ScorePoint Cost
80
91
102
113
124
135
147
159
+
Point Buy
(PHB 13)
+
+ +
+
Rolling Dice

+ Once you roll dice, no switching to another method or re-rolling. +
+ +
+
Ability Scores

+ You may:
    +
  • Take the standard array (16 14 13 12 10 8) +
  • Use the standard point buy (27 points) +
  • Roll 4d6 six times, each time discarding the lowest die. Re-order however you want
  • +
+
+ +
+
Allowed Races, Classes

+ The Player's Handbook (inc. variant human), Volo's Guide to Monsters, Xanathar's Guide to Everything, Tasha's Cauldon of Everything (inc. custom lineage), Mordenkainen's Monsters of the Multiverse, Fizban's Treasury of Dragons

+ + Anything else, ask the group about balance +
+ +
+
Backgrounds

+ Custom backgrounds are fine. +
+ +
+
Languages

+ Exotic languages like Celestial are allowed. +
+ +
+
Starting Equipment

+ You may:
    +
  • Take starting equipment for your class and background +
  • Take average starting gold for your class +
  • Roll starting gold for your class +
+ +
+
Feats: 1st level

+ Don't take a feat at first level. (Unless playing a variant human) +
+ +
+
Aesthetic Changes

+ Want to have a fireball that's an explosion of plants? Want to play a half-minotaur, using half-orc stats? As long as it doesn't change the rules significantly, the answer is almost certainly yes. +
+ +
+ Character Creation +
+
+ + -- 2.47.3