Homebrew/Variant Rules in Losia | World Anvil
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Homebrew/Variant Rules

The brutal realism of Losia

Since this campaign is focused on adventure and survival there are a few tweaks to the rules that are going to be implemented that I believe will add to the flavor of the adventure.   1. Short rests take 8 hours to complete, and long rests take a week to complete. This makes each spell you cast, and each feature you use to have more weight, and it makes you think more critically about each encounter you chose to face head on.   2. Variance encumbrance rules will be used. If your carry weight exceeds 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. Then if your carry weight exceeds 10 times your Strength score you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. Then once your carry weight exceeds 15 times your strength score you are considered restrained on top of the disadvantages stated for heavily encumbered condition.   3. Resurrection is a bit more challenging in this world. If any of the characters die in a session, and the players want to bring that character back to life, there will be a d20 roll of DC 10 that the dead character will make in order to see if they are brought back to life. However, there can be up to 3 offerings made to the dead character by members of the rest of the adventuring party that will be sacrificed in order to lower the DC of the save at the end of the ritual. Every time a player dies the path to resurrection becomes harder, and the DC the character will have to beat to be brought back again raises by 1.   4. As stated in the Making Characters section, you may choose an extra feat or increase 1 ability score by +2 or two ability scores by +1. This adds a neat little ability that you can at the very beginning of the game to add to the uniqueness of your character, and to help compensate for the difficult nature of this campaign.   5. When leveling up you must roll to determine how many hit points you gained for that level.   6. When flanking in combat, you gain advantage on a melee attack roll.   7. During combat, instead of holding an action you can hold your entire turn. You can decide to take your turn whenever you wish while you have it held. If you decide to hold your turn, your turn is permanently moved in initiative order for the rest of the combat encounter.   8. It is possible to have a companion, whether you payed a person to come into your service, or you have spent time charming an animal and it has come to care for you. The rules for this have not been completely fleshed out yet, more will come soon.

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