House Rules in Mythic Odysseys of Theros | World Anvil
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House Rules

The houserules I will likely use - in talk with them players - mostly from Monarch's factory

 

Critical Hits

Normally: When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

With this house rule: When you score a critical hit, you roll your damage dice as normal but add the maximum amount of normal dice damage to it.
For example, if you score a critical hit with a dage, roll the normal 1d4 for the damage, add your relevant ability modifier, and then add the maximum of the dice (in this case 4) to the damage. If the attack involves other damage dice, such as from a rogue's Sneak Attack feature, you add the maximum of those dice as well.

 

Rumors

At the beginning of the game each Player writes 5 rumors related to their character's reputation: 2 good, 2 bad, 1 false. These will later be passed out to the other Players as things their characters would have overheard. (possibility of no player getting a lie, but they COULD). The Lie should be believable.

 

I know a Guy

Every Player gets 1 time to use this rule in the campaign.
It’s meant to create that moment in ESB when Han decides he can go to Lando for help, but isn’t 100% sure how Lando will actually receive him:

In any situation (where it makes sense), a PC can declare "I know a guy," and then quickly sketch that NPC & the relationship. Fewer details are usually better - that leaves room for the DM & PCs to play. Upon declaration, the NPC exists. Then, when the PCs try to interact with the NPC, the player who created that NPC makes a charisma roll to see how the NPC reacts. Depending upon the situation, the DM may decide advantage/disadvantage applies.

   

Tales by the Campfire

At some point, when your characters are on the road, camped up for the night, or downing ales in a tavern, get them each to draw a card from a regular deck.
The suit of the card will dictate the nature of the story;
A Story of Love(Hearts), A Story of Pain(Spades), A Story of Loss(Clubs), A Story of Gain(Diamonds). Then, one by one, each player tells a story. It can be something planned or something improvised. It can be short, it can be long, sad or happy. The best story, or the character who surprises everyone the most with their sharing earns some DM inspiration.

 

The Click Rule for Traps

Giving the Players more agency around traps than dex save and oop something happens!
When the players Trip a Trap, the GM - before calling for a save - you say "click" (or something else appropriate) and players get a split seconds of realization that they activated a trap and they can now take 1 action to escape (drop to the ground, dive to the side, raise shield above their heads) - dex roles get tweaked. Maybe they negate the save or they get disadvantage.

 

Smaller Rules, On unless Off

Inspiration Rerolls

Under this Rule Inspiration gives a reroll of and attack roll, saving throw, or ability check instead of the official advantage.

Wisdom Initiative

You can roll Initiative with either Dex or Wisdom because there is a concept of seeing the fight coming with wisdom rather than reacting fast with Dex

Potion Drinking

Drinking a Potion for yourself is a Bonus action

Rolling Health when Leveling

When you roll lower than the avarage on your health level, you can just take the avarage.

No Dimensional Travel Spells

The planes don't bend to mortal wills, remove all Interdimensional Travel Spells

 

Smaller Rules, Off unless On

Two-Handed Damage Boost

Twohanding a weapon with that option doubles the strength modifier on the damage (NOT the attack). This also applies to Monsters

Lowering Initative

If, for whatever reason, a Player doesn't like their place in Initiative they can - at the beginning of combat - lower themselves to whatever place between other PCs they want to. This change persists for the entirety of the encounter and is only available right after Initiative is rolled

Automatic Successes

In rare cases, when a plan is ingenious or a speech extremely convincing, the GM might not even ask for a role and instead give an automatic success or automatic nat20. This is rare, and should never be relied upon, and is only to reward creativity


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