Difference between revisions of "House rules"
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<noinclude>This is an overview of '''house rules''' used in | <noinclude>This is an overview of '''house rules''' used in my [[roleplaying]] campaigns. | ||
== | |||
== DnD 5e == | |||
House rules used in [[DnD 5e]]. | |||
=== Initiative Resolutions === | |||
If two combatants have the same initiative, the one with higher Initiative bonus takes presedence. If that is the same, make an opposed flat check; highest get highest Initiative. Shift numbers up/down as conveniently as possible. | |||
=== Initiative Cascade === | |||
If many enemies of the same kind appears, their initiatives may be "cascaded" as in one roll is made, and the rest of them continue to have one less initiative number in order to spread actions out. If one such reduction overlaps with a PC, skip another point down in order. | |||
=== Small Characters === | |||
Small creatures do not suffer Disadvantage when using heavy weapons if adequately role played. The topic of Longbows may need some solution but otherwise this is the case. | |||
== Old IPO == | |||
</noinclude> | </noinclude> | ||
<small><small><nowiki>[</nowiki> [[House_rule|edit]] <nowiki>]</nowiki></small></small> | <small><small><nowiki>[</nowiki> [[House_rule|edit]] <nowiki>]</nowiki></small></small> |
Revision as of 12:37, 1 December 2022
This is an overview of house rules used in my roleplaying campaigns.
DnD 5e
House rules used in DnD 5e.
Initiative Resolutions
If two combatants have the same initiative, the one with higher Initiative bonus takes presedence. If that is the same, make an opposed flat check; highest get highest Initiative. Shift numbers up/down as conveniently as possible.
Initiative Cascade
If many enemies of the same kind appears, their initiatives may be "cascaded" as in one roll is made, and the rest of them continue to have one less initiative number in order to spread actions out. If one such reduction overlaps with a PC, skip another point down in order.
Small Characters
Small creatures do not suffer Disadvantage when using heavy weapons if adequately role played. The topic of Longbows may need some solution but otherwise this is the case.
Old IPO
[ edit ]
- Traits - Maximum 2.
- Drawbacks - Maximum 1. Gives a Trait.
- Flaws - Maximum 1. Almost all of them are ok (including third party stuff), but you have to check with me first. That link is just one (good) example.
- Damage Conversion (AC) - Armoured characters converts some lethal damage to nonlethal as in Unearthed Arcana (with a small fix).
- Hero Points are introduced at lvl 3.
- Damage and healing - Increased detail to go with wounds, primarily. There's now also an incentive to sleep comfortably.
- ALL MAGIC IS x2 COST. That includes enhancements on items, scrolls, potions, services, ALL! It also means that the material cost in crafting magical items is higher.
- Masterwork - Partly added to make up for a lack of magical weapons. These non-magical items packs a punch!
- Environment - Rules for sleep deprivation and hunger/thirst.
- Starting above lvl 1: Max 50% of wealth on 1 item.
- Recommend: Weapon 25% - Armour 25% - Other magic 25% - Consumables 15% - Ordinary/coins 10%
Extra reading
- Hit Points - My thoughts about traditional roleplaying Hit Points.
- Pazio GM stuff
If Anything is Unclear
- Ask
Other, Unused or WIP
- Skill bonus - Primarily needed for 3.5. Not used: Dead
- Skill training - Allowing characters to do stuff during downtime. Not used: Fix and add.
- Wounds - Mainly for RP, but also to make the world more gritty. Not used: May be fixed and added.
- Death - Death, Shock and damage. Not used: Dead
- Magic - In this low magic campaign setting, some magical features are unique. Some used: Will be fixed and added.
- New Spells - Some to do with the above some to do with the world or with functions in it. Mostly used: Rest will be polished and added.
- Residue time and DC tables - Entirely to do with detecting cast spells. Not used: Will be fixed and added.
- Feats - Magic and others. Mostly used: Rest will be fixed and added.
- Death Attack - Attempt to make it better. Not used: Dead