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D&D House Rules

These are the house rules I usually give out before starting a character.  This is typically for any character level 3 and below.  I have a couple of subtle differences for 4 and above.   Da Rules:   1. dndbeyond-isms: Choose standard build, no Rick and Morty and no homebrew. The others are fair game. Turn on optional class features. Milestone leveling and Manual HP, Use encumbrance, ignore coin weight.   2. No variant humans, it's not a pretty picture and I don't like doing it (horrible Aladdin reference). Subset of Rule 2: feel free to pick a weird/original race or even a monster race; buuuuut...please make sure you read up on how those races, their special abilities, ect. work.   3. Ability Scores: Big fan of rolling your own scores. So here's how it goes down: Roll 4D6, RE-ROLL all 1's, Take away the lowest die so you now have 3D6. Add those up and write it down. Do that 6 total times then add those puppies to some stats!   4. We'll be starting the game at Level XXX, so please make sure you adjust your characters, pick the appropriate spells and abilities before you print out your character sheets.   5. Pick one (1) COMMON magical item, and 2 Potions of Healing (https://www.dndbeyond.com/magic-items?filter-type=0&filter-search=&filter-rarity=1&filter-requires-attunement=&filter-effect-type=&filter-effect-subtype=&filter-has-charges=)   Game Play Rules:   1. Saving Throws: Nat 1's CRITICAL FAIL (MAX DAMAGE), Nat 20's CRITICAL SUCCESS (NO DAMAGE)   2. Drinking a potion is a bonus action if it's stored in a quickly accessible place. If it's in a hip pouch or on your belt, or tucked inside your tunic, cool. If it's in the bottom of your backpack...sorry it's an action.   3. Rule of cool...if it might be cool, I might allow it. After all, "The code is more what you'd call 'guidelines' than actual rules."

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