Homebrew - during the game
Gameplay extras/what is allowed
Starting with a big change from official - we will only use attunement where it makes sense. To me a sword that is magically sharp is magically sharp no matter who picks it up. However, it makes sense that a Holy Avenger would need to be attuned because you are connecting to it by its functions. Attunement to me makes sense where you have to figure out how to use the magic (like the Holy Avenger). I will probably ignore the maximum number of items needed for attunement as well. Role Playing to advantage
Good role Playing still may get you advantage on rolls. I will be handing out coins for good role playing throughout the game which you can use for one of several functions.
Role Playing Style
Please be aware we are not looking for a game filled with gore. What I am shooting for is more about style and flamboyance – be as flamboyant as you want we want a memorable campaign!
Natural 20/1 for skill rolls
A natural 20 on a skill check does not mean guaranteed success, it just means the best success you could achieve. Natural 1 also means the worst you could do (ex: a natural 1 on breathing could mean you get the hiccups but does not mean you can't breathe)
Natural 20/1 for attack rolls
When a natural 20 is rolled the player will roll do maximum damage (including bonuses) plus the rolled damage (including bonuses)
When a natural 1 is rolled the player the player misses even if their bonuses would allow a hit.
Experience – killing vs defeating
Experience will be awarded for defeating enemies, not just for killing. In fact defeating a challenging situations will often yield more experience than just killing the adversary.
Experience – missing games
All players are awarded experience together, even if someone cannot attend due to RL issues they will still be awarded the same experience. It is my opinion we are there to make a greats story, not to level up a character (that just happens during the story). (BTW I will be using a VTT to run the table so if you are out sick you can still join the game)
Healing Potions
Using any healing potion can be done on a regular action AND/OR on a bonus action
Drawing/changing weapons
Drawing or swapping weapons is a free action, the intent is to allos players to focus more on the game than on mechanics (that will happen alot).
Encumbrance
We will follow encumbrance rules in general, but not specific.
Eg. Don’t carry more than your max weight but don’t worry about what is in your backpack vs in your pouch UNLESS you want to specifically hide something so it is hard to be stolen. In that case be clear to mention it.
Spell Components
Spellcaster components will be tracked in general and if specifically mentioned in the spell. So if you lose your stuff you lose your components, and if the spell needs a 100gp pearl you need to have that in addition to your general components. (see modifications in the Rule of Dru)
Preparing and Casting Spells
I want players to focus more on being in the game than the mechanics, so the following rule applies to all spell casters. You are able to prepare a number of spells equal to the number from the spell tables plus your spell casting bonus.
Player can then cast the number of spells allowed per level from among those prepared. Eg. if a Wizard has 6 L1 spells prepared and can cast 3 L1 spells that Wizard can cast 3 different spells, the same spell 3 times, or whatever combination they want.
Cantrips are an exception to this (becuase there is no limit to the number of times), so if the tables list 2 Cantrips, you an prepare 2 + your spell casting modifier and choose from any of them to cast. But the first 2 Cantrips you use are the ones you get unlimited casting on (until you rest).
Stealth Casting
You can try to “stealth cast” a spell, but if it has verbal components will give you will take a disadvantage on the stealth roll and the casting.
Addition: Optional rules from the DMG (Ch9) we will use:
Hero Points The Hero Points rule allows players a free re-roll of any dice, it is an optional replacement for inspiration in Ch9 of the DMG. Players get 5 + their level Hero Points. Each level their hero points are refreshed.
How do I gain more Hero Points? Players can gain an additional Hero Point by good role playing in character as noted before (we track Hero Points with coins).
Players can also get an additional hero point by correctly answering relevant world lore questions asked by other plays in gameplay.
Mark
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage.
The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
Cleave through
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
Healing Surge
As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
A character who uses a healing surge can’t do so again until he or she finishes a short or long rest.
The character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).
Note: A side effect of how this is worded is that the players get 1 free die that doesn't count against their Dice spent.
Overrun and Shove
When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature.
As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn
Shove has the same check and just pushes the hostile creature 5’ back (if they are movable).
Tumble
(for smaller creatures)
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.
Starting with a big change from official - we will only use attunement where it makes sense. To me a sword that is magically sharp is magically sharp no matter who picks it up. However, it makes sense that a Holy Avenger would need to be attuned because you are connecting to it by its functions. Attunement to me makes sense where you have to figure out how to use the magic (like the Holy Avenger). I will probably ignore the maximum number of items needed for attunement as well. Role Playing to advantage
Good role Playing still may get you advantage on rolls. I will be handing out coins for good role playing throughout the game which you can use for one of several functions.
- Re-rolls (which will be the most common)
- Advantage on rolls
- Automatic success (if you do something crazy cinimetic these will be given out)
Role Playing Style
Please be aware we are not looking for a game filled with gore. What I am shooting for is more about style and flamboyance – be as flamboyant as you want we want a memorable campaign!
Natural 20/1 for skill rolls
A natural 20 on a skill check does not mean guaranteed success, it just means the best success you could achieve. Natural 1 also means the worst you could do (ex: a natural 1 on breathing could mean you get the hiccups but does not mean you can't breathe)
Natural 20/1 for attack rolls
When a natural 20 is rolled the player will roll do maximum damage (including bonuses) plus the rolled damage (including bonuses)
When a natural 1 is rolled the player the player misses even if their bonuses would allow a hit.
Experience – killing vs defeating
Experience will be awarded for defeating enemies, not just for killing. In fact defeating a challenging situations will often yield more experience than just killing the adversary.
Experience – missing games
All players are awarded experience together, even if someone cannot attend due to RL issues they will still be awarded the same experience. It is my opinion we are there to make a greats story, not to level up a character (that just happens during the story). (BTW I will be using a VTT to run the table so if you are out sick you can still join the game)
Healing Potions
Using any healing potion can be done on a regular action AND/OR on a bonus action
Drawing/changing weapons
Drawing or swapping weapons is a free action, the intent is to allos players to focus more on the game than on mechanics (that will happen alot).
Encumbrance
We will follow encumbrance rules in general, but not specific.
Eg. Don’t carry more than your max weight but don’t worry about what is in your backpack vs in your pouch UNLESS you want to specifically hide something so it is hard to be stolen. In that case be clear to mention it.
Spell Components
Spellcaster components will be tracked in general and if specifically mentioned in the spell. So if you lose your stuff you lose your components, and if the spell needs a 100gp pearl you need to have that in addition to your general components. (see modifications in the Rule of Dru)
Preparing and Casting Spells
I want players to focus more on being in the game than the mechanics, so the following rule applies to all spell casters. You are able to prepare a number of spells equal to the number from the spell tables plus your spell casting bonus.
Player can then cast the number of spells allowed per level from among those prepared. Eg. if a Wizard has 6 L1 spells prepared and can cast 3 L1 spells that Wizard can cast 3 different spells, the same spell 3 times, or whatever combination they want.
Cantrips are an exception to this (becuase there is no limit to the number of times), so if the tables list 2 Cantrips, you an prepare 2 + your spell casting modifier and choose from any of them to cast. But the first 2 Cantrips you use are the ones you get unlimited casting on (until you rest).
Stealth Casting
You can try to “stealth cast” a spell, but if it has verbal components will give you will take a disadvantage on the stealth roll and the casting.
Addition: Optional rules from the DMG (Ch9) we will use:
Hero Points The Hero Points rule allows players a free re-roll of any dice, it is an optional replacement for inspiration in Ch9 of the DMG. Players get 5 + their level Hero Points. Each level their hero points are refreshed.
How do I gain more Hero Points? Players can gain an additional Hero Point by good role playing in character as noted before (we track Hero Points with coins).
Players can also get an additional hero point by correctly answering relevant world lore questions asked by other plays in gameplay.
Mark
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage.
The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
Cleave through
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
Healing Surge
As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
A character who uses a healing surge can’t do so again until he or she finishes a short or long rest.
The character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).
Note: A side effect of how this is worded is that the players get 1 free die that doesn't count against their Dice spent.
Overrun and Shove
When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature.
As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn
Shove has the same check and just pushes the hostile creature 5’ back (if they are movable).
Tumble
(for smaller creatures)
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.
Type
Guide, Generic