House rules

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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.


  • 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 two combatants have the same initiative:

  1. The one with higher Initiative bonus goes first
  2. 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.

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.

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.

Small 5e Specifics

  • 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


[ 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)


RP Intro
DnD 5e
Pathfinder 2e
DnD 3.5





Hero Points
Magic items

New Concepts



Kingdom creation



CoS 2
CoS 1
Coin & Blood



Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Spell Trickery
Skill bonus
Skill training*
Damage Conversion