Difference between revisions of "House rules"
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Demoralization means using your inner charisma to act overt and threatening in combat in such a manner as to make the opponent believe you are an even greater threat than normal. There is a fear component to this, but immunity to fear only partially protects from the Demoralization attempt. | Demoralization means using your inner charisma to act overt and threatening in combat in such a manner as to make the opponent believe you are an even greater threat than normal. There is a fear component to this, but immunity to fear only partially protects from the Demoralization attempt. | ||
You can use an action to Demoralize an opponent to reduce its resolve in combat. When you make the Demoralization, the opponent must succeed on either a a Wisdom saving throw or an Insight check with DC <code>8 + Proficiency bonus + Charisma bonus + any other bonus</code> or become Demoralized for 1 minute. | You can use an action to Demoralize an opponent to reduce its resolve in combat. When you make the Demoralization, the opponent must succeed on either a a Wisdom saving throw or an Insight check with DC <code>8 + Proficiency bonus + Charisma bonus + any other bonus</code> or become Demoralized for 1 minute. You may use advantage on Charisma checks to increase the DC by +4. If the target is immune to fear they have advantage on the roll. You can intimidate only an opponent that you threaten in melee combat and that can see you. | ||
'''Condition: Demoralized''' | '''Condition: Demoralized''' | ||
A Demoralized character takes a -2 penalty on attack rolls, ability checks, and saving throws. They may make a new Insight or Wisdom saving throw at the end of each of their turns. | A Demoralized character takes a -2 penalty on attack rolls, ability checks, and saving throws. They may make a new Insight or Wisdom saving throw at the end of each of their turns with a +2 bonus for each turn that has passed. | ||
==== Ready Action ==== | ==== Ready Action ==== |
Revision as of 16:53, 9 April 2023
This is an overview of house rules used in my roleplaying campaigns.
Dice Rules
- Don't roll d20s unless you intend to use them. The worst rolls I see will count for next checks/attacks.
- 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.
- A player is generally trusted to not fudge any dice and trusted to use digital randomisers off screen at times.
DnD 5e
House rules used in DnD 5e.
Basics
- Books: All official (if anything 2021+, please just inform first)
- 3rd party: Ask
- Optional features: All valid
- Unearthed Arcana: Not used
- Abilities: Use point buy
- Hit Point Rolls: Use standard progression
- Potion drinking: Bonus Action
- Diagonal move & Square shape: Standard 5e (5ft/square meaning "spheres" are actually cubes)
Same Initiative
If using Roll20; let the automatic function decide.
If two combatants have the same initiative:
- The one with higher Initiative bonus goes first
- If same; 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.
Example: If the party is attacked by 5 zombies, one initiative roll is made and the result is "7", the following three zombies will have 6, 5, 4 and 3. IF a player got "5", one zombie is pushed down (as it has terrible +Init) so the zombies instead get 6, 4, 3 and 2 with a PC on 5.
Delay Initiative
Despite earlier versions of DnD having Delay as an option, DnD 5e does not. I am evaluating if this can be used but for right now I'll allow anyone to lower their initiative to any lower number at the beginning of combat.
Actions
Demoralize
Translated to 5e from DnD 3.5 Intimidate.
Demoralization means using your inner charisma to act overt and threatening in combat in such a manner as to make the opponent believe you are an even greater threat than normal. There is a fear component to this, but immunity to fear only partially protects from the Demoralization attempt.
You can use an action to Demoralize an opponent to reduce its resolve in combat. When you make the Demoralization, the opponent must succeed on either a a Wisdom saving throw or an Insight check with DC 8 + Proficiency bonus + Charisma bonus + any other bonus
or become Demoralized for 1 minute. You may use advantage on Charisma checks to increase the DC by +4. If the target is immune to fear they have advantage on the roll. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Condition: Demoralized A Demoralized character takes a -2 penalty on attack rolls, ability checks, and saving throws. They may make a new Insight or Wisdom saving throw at the end of each of their turns with a +2 bonus for each turn that has passed.
Ready Action
A readied action counts as if it was done during "your turn" for a number of effects such as the Extra Attack feature or for Spellcasting. I.e. this allows a creature to use the Extra Attack during a readied action and a caster "holding" a spell isn't forced to retain concentration if injured before the spell goes off.
If the event stated in the Ready doesn't trigger, the Action is still void.
Clarification: A character can always elect to NOT use a Reaction that is available to them, including the one Ready Action grants.
Ready outside of combat needs to be interpreted on a case-by-case basis, but common ways to resolve it is a one free pot-shot before the rest of initiative starts or that an appropriate readied action grants a player to not be surprised if the creature would otherwise be surprised. If two triggered actions would happen simultaneously, let the ensuing initiative roll decide who gets theirs off first.
Help Action
When a character performs the help action, other than aiding an attack, add the character's proficiency to the roll rather than give it advantage.
If it's feasible for a 2nd person to help; it may add advantage instead.
Small Creatures
Small creatures do not suffer Disadvantage when using heavy weapons if adequately (at all) roleplayed. The topic of Longbows may need some solution but otherwise this is the case.
- Telekinetic feat
- Assumes the character habitually casts Mage Hand. Unless otherwise specified, when rolling initiative also roll a D10 and that is how many rounds are left until it expires.
- Update feat language:
be moved 5 feet toward or away from you- be moved 5 feet in the direction the hand pushes
- Galder's Tower
- Can be cast as a ritual, otherwise as written: 2 floors, each 10ft tall, 100sqf each (10x10 square)
- If 3rd lvl spell slot is used: 3 floors, 100-400sqf (20x20 square) and protection similar to Leomund's Tiny Hut. Choose between three casting options.
- Tiny Hut protections:
- Immobile walls of force line the walls, floor, roof, windows and doors. It remains attached to the building's structure for the duration. If the structure should move, the walls of force holds it together as well as moves with it.
- Nine creatures of Medium size or smaller can reside inside with you (10 total).
- Spells and other magical effects can't extend through the walls or be cast through it.
- The atmosphere inside is comfortable and dry, regardless of the weather outside.
- Until the spell ends, you can command the interior to become dimly lit or dark.
- Openings are opaque from the outside, of any color you choose, but it is transparent from the inside.
- Resident creatures and objects may leave and enter freely. All other creatures and objects are barred from passing through openings.
- If the protections are active, the caster is a resident of the tower.
- Tiny Hut casting option one (standard):
- Create the tower centered on you and it builds around you. Other to-be residents need to be present in the area for at least the last few seconds of casting.
- If a large creature, or more than 9 creatures other than you are in the area when the casting completes, the spell fails.
- The protections end if you leave the tower but an unprotected tower remains as a regular building until the full duration has ended.
- Tiny Hut casting option two (commands):
- Create the tower within 30 feet of you without protection until you make an initiation command.
- If a large creature, or more than nine smaller creatures other than you are in the area when you utter the initiation command, the spell fails.
- Before you utter the locking command word, the first 9 medium or smaller creatures other than you in the tower become residents for the rest of the spell's duration.
- When you utter the locking command, a 9th creature has entered, or a large creature tries to do so, the tower activates its protections.
- If you leave the tower, the protections remain and you may re-enter like any other resident.
- Tiny Hut casting option three:
- Renew the protections on existing tower
- Casting Time: 1 minute (ritual).
- Choose either option one or option two for the casting the conditions.
- If cast every day for a year it only makes the tower permanent, not the Tiny Hut protections. The protections can be manually added as per casting option three.
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