Difference between revisions of "House rules"

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<noinclude>This is an overview of '''house rules''' used in my [[roleplaying]] campaigns.
<noinclude>This is an overview of '''house rules''' used in my [[roleplaying]] campaigns.
== Dice Rules ==
If a die drops off the table: Reroll.
If a die is cocked (tilted on some table item to the point you can't position a d6 on top of it without falling off): Reroll.





Revision as of 12:40, 1 December 2022

This is an overview of house rules used in my roleplaying campaigns.


Dice Rules

If a die drops off the table: Reroll.

If a die is cocked (tilted on some table item to the point you can't position a d6 on top of it without falling off): Reroll.


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.
  • 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

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


House Rules* & Roleplaying nav.. (e)

Primary


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Introduction
DnD 5e
Pathfinder 2e
Pathfinder
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Healing
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Character


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Specific


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Outdated


Death
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Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
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Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork