Legacy of the Realms House Rules in Legacy of the Realms | World Anvil

Legacy of the Realms House Rules

COMBAT HOUSE RULES


INITIATIVE SLOTS   At the beginning of the first round of combat, all players and DM-controlled NPCs or monsters roll initiative as usual. Once the DM has determined the Initiative order, he notes which results were generated by Player Characters, and which results were generated by the DM. The results generated by Player Characters become Player Character Initiative slots. The results generated by DM become DM Initiative slots.   Beginning at the top of the Initiative order, the players and DM fill each Initiative slot one at a time with a character turn. If the Initiative slot is a Player Character Initiative slot, then the players agree on one Player Character to fill the slot from amongst the Player Characters who have not acted that round. That Player Character then takes this turn. If the Initiative slot is a DM Initiative slot, then the DM chooses a DM-controlled NPC or monster to fill the slot from amongst the NPCs or monsters who have not acted that round. That NPC or monster then takes this turn.   Once all NPCs, monsters, and Player Characters have taken a turn, the round ends.  
EXPLODING DIE (DAMAGE ONLY)     When rolling dice, if the maximum value on any dice is rolled, the dice “explodes.” Roll any such dice one additional time and add their value to the previous total. Any rerolled dice may also explode. For example, you roll 2d6 for damage and roll a 3 and a 6. You reroll one dice, getting another 6. You then reroll that dice, getting a 4. This brings your total damage to 3 + 6 + 6 + 4, or 19. This rule applies to calculating damage only and does not apply to the "CRITICAL DAMAGE FROM A CRITICAL HIT" house rule.  
INSPIRATION POINT     * Players start with 1 every session. A player can earn more for roleplaying, cinematic actions, and sticking to character traits. Any player can recommend another player be awarded an Inspiration with the DM's approval.   * Players can only have a maximum of 3 Inspirations at a time.   * Inspirations can also be given by a player to another player.   * An Inspiration can be used to reroll a check. It can never be used to reroll damages.   * A Player may spend one Inspiration to succeed on one Death Save.   * Inspiration can be used to alter the narrative within reason, per the DM’s approval. It can never be used to duplicate spell effects or involve magic in any way. For example, if a rogue needs a rope he/she forgot to purchase, spending one Inspiration will allow the rogue to find a rope nearby or in his/her backpack.  
CRITICAL DAMAGE FROM A CRITICAL HIT     When anyone rolls a critical hit, roll for damage normally. Then determine the maximum damage that can be rolled with the attack before applying any modifiers. Combine the maximum result with the rolled damage, and then add any modifiers. This is the final critical hit damage.   For example, a fighter with a +4 damage modifier strikes an opponent for critical damage with a longsword (1d8 damage). The fighter rolls 1d8 and rolls a 6. The maximum damage for a longsword is 8 on a d8. So, the critical hit damage is...   8+6+modifier(+4) = 18 hp of damage   This rule applies to spells and class abilities (Rogue’s Sneak Attack) that can inflict critical hit damage as well.  
CRITICAL MISS (Natural 1 on attack rolls only)   Note: For attackers with multiple attacks, a fumble on the first attack only counts as a critical miss. Also, discount sneak attack damages for Rogues.     Critical Misses (Melee Attacks)   * When an attacker rolls a critical fumble (a 1) on a melee attack roll, it leaves the attacker momentarily vulnerable. Any enemy within melee range can immediately use their Reaction to make a melee attack against the attacker who rolled a 1.     Critical Misses (Ranged Attacks - Bows and Targeted Spells)   * You hit an unintended target. Randomize all combatants, both friends and foes, within 10 feet (for a short-range attack or 30 feet for a long-range attack) and roll a second attack roll. If you beat their armor class, roll damage as if they were your intended target. If the combatants are grappling/closer than usual and/or the angle is difficult, disadvantage on the shot.  
SECRET DEATH SAVING THROW CHECKS     The DM makes all Death Saving Throw checks for players to avoid metagaming. It also creates urgency in saving fallen characters.  
  LINGERING INJURY WHEN REACHING 0 HP     A target might sustain a lingering injury when it drops to 0 hit points but isn’t killed outright.   If the player fails a second death saving throw, the player or creature rolls a DC 10 Constitution saving throw. On a failed check he/she/it sustains a Lingering Injury. Most lingering injuries can be removed by magical healing, per the DM's approval.   To determine the nature of the injury, the DM rolls on the variant Lingering Injuries table the DM has. This table assumes typical humanoid physiology but should adapt the results for creatures with different body types and or attack type.  
 

MISCELLANEOUS HOUSE RULES

     
IDENTIFY SPELL REQUIRED     To learn what a magic item does, a player must use an Identify spell or spend time conducting research into the history of the item in a library or similar setting. A DC 20 skill check in either Arcana, History or Investigation is usually required for all research and/or investigations. Research time is determined by the item's tier: 1 day per tier.  
  DRINKING HEALING POTIONS AS A BONUS ACTION       Assuming healing potions are placed within easy access like a belt pouch rather than in a backpack, a player can use a Bonus Action to drink a healing potion rather than an entire Action. This still allows a player to use an Action during his/her turn in the same round.   Because potions are essentially bottled spells, administering a potion to another character still takes an action, as does drinking any other magic potions since the magic contained takes more time to activate.  
  'BREATHER' (10-MINUTE RECOVERY)     At any time, a player can take a "Breather" (10-Minute Break). There is no limit to the number of breathers a player can take in a day. At the end of a breather, a player can spend 1 hit die (only one). Any amount of combat or strenuous activities interrupts a breather. A player can't regain any benefit regained with a short rest with a breather, but six breathers in a row amount to a short rest.    
SHORT REST     Short rests require at least 1 hour to catch your breath, drink some water, and assess your wounds. Sometimes short rests are overnight, accompanied by fire and food. Camping in the wilderness, in a dungeon or ruin, or off the roadside counts only as a short rest and not as a long rest.   Upon completing a Short Rest, the following things occur:   ● Abilities that recover after completing a short rest are recovered.   ● You may spend any number of hit dice to regain hit points.   ● (TESTING) If a fire was made, a meal was eaten, and each PC slept for at least 6 hours, they may each roll a d20. On a 10 or better, that PC regains hit points equal to level + CON mod.    
LONG REST     Long rests require at least 8 hours in a safe place designated by the DM, typically lodging at an inn. A safe oasis or similar protected location could suffice at the DM's discretion. Camping in the wilderness or off the roadside is insufficient for gaining the benefits of a long rest. At least 6 hours of the 8 hours must be spent sleeping. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.   A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.   Upon completing a Long Rest, the following things occur:   ● Regain all hit dice and all hit points   ● Spells & abilities that typically recover after completing a long rest are recovered.    
CAMPING SEQUENCE    


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