House Rules in Faerun | World Anvil

House Rules

  1. Death...below zero hitpoints you are unconscious and dying. You will lose 1 hp per turn, on your spot in initiative, until you are bandaged, healed or reach -10. Any damage you take at zero or below is immediately subtracted moving you toward -10. Once you are at -10, you get a death save, then every round after you must save again, and your HP remains at -10. Should you go below -10 from damage you are considered killed, no save allowed.
  2. No ac adjust to hit rolls as layed out in Unearthed Arcana.
  3. Encumbrance is rough, I will make you add up your weight if you push it.
  4. For now food and water is tracked
  5. In combat we do not do all players then all enemies, initiative is individual. Also every 3 levels get +1 on initiative rolls (fearless bonus).
  6. Delay too long and lose your turn, timers will be used in time sensitive situations .
  7. Outdoor camping assumes no cover, unless something specific is found/used in game.
  8. I’m ditching alignment languages.
  9. Our story is told from the perspective of a fireside tale, in the oral tradition; thus we have fog of story, if something gets crossed or confused we roll with it....
  10. Aging penalties, DMG p13, will be a % chance of aging the amount listed, thus this penalty is not always applied.
  11. XP will be awarded for killing enemies, finding treasure and magic, plus more for successful saves, ability checks, using magic, esp properly, etc.
  12. XP generally will be awarded after every session. There is no need to find a trainer as spelled out in the DMG to advance in level.
  13. Cleave skill, introduced between 1st and 2nd edition is used. Fighters of all types may: if enemy is killed from your blow, you can roll free melee attack to next closest enemy within immediate range only, i.e. you cannot move to use this skill. There is no limit, so up to 8 enemies can be attacked in this way if surrounded and each are killed in a single blow.
  14. Magic Users and Illusionists may choose to cast a spell directly from a spellbook, having not memorized it.  Doing so shall destroy the spell from the book, and may destroy the nearest two spells in the book, or the book entirely.  It must be a spell the caster can know and use (at some point in their own spell book, or otherwise memorized, and within the limits of their level).  See Unearthed Arcana pg 80.

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