Difference between revisions of "House rules"

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''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''.
''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''.


=== 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.


=== 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 now it's disallowed<!-- after the first round is started-->.
<!-- Dario's suggestion
Delay: at the start of your turn, you may use your reaction to Delay. If so, your turn automatically ends. At the end of another creature's turn, you may choose to act. If you do so, you regain your reaction and are able to take actions, movement, etc, as if it was your turn. When you are done, change your initiative to permanently act after that creature's turn.
-only usable if you can take reactions
-effects at the start and end of your turn take effect normally at your initiative for the round you choose to use it on.
-you do not take 2 turns in 1 round, younjust act as if it was your turn.
-if you never choose to act, your initiative never changes, so next round you act at the same initative
Alternatively and much more simple for you:
Delay: at the start of your turn and if the DM allows, you may chose to change your initiative.
-->
=== 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.




=== 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 ==
== Old IPO ==

Revision as of 18:57, 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.

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 now it's disallowed.


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.


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


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