In Game House Rules
Core Rule Modifications
Critical Success and Failure
Natural 1 = Crit FailNatural 20 = Crit Success
- Rolling a natural 1 automatically fails, regardless of bonuses or modifiers.
- Rolling a natural 20 automatically succeeds, even if the task would normally be impossible.
- In combat crit fails will be rolled on a table to determine the effect.
- It adds excitement and risk, making every roll feel impactful.
- Critical rolls emphasize drama and narrative stakes.
Dying Breath Rule
When a player character fails their final death saving throw, they are granted one last action before dying. Options include:- Make a final attack (automatically a critical hit).
- Bless an object, imbuing it with magical power or a message.
- Perform a heroic act, such as breaking down a door or wall to aid their companions.
- It gives dying characters a meaningful send-off and narrative weight.
- Encourages heroic sacrifices and memorable story moments.
Experience Points (XP)
How XP is Earned:- Combat: Defeating enemies or resolving fights strategically.
- Exploration: Discovering new areas, uncovering secrets, or solving puzzles.
- Social Interactions: Building alliances, roleplay depth, and meaningful connections.
- Granted at the end of the session, not tied to long rests.
- Milestones and significant achievements may grant bonus XP.
- Encourages diverse playstyles beyond combat-focused strategies.
- Keeps players focused on goals rather than grinding XP through repeated actions.
In-Character Speech
- Anything said at the table is considered in-character unless specified otherwise (see table rules).
- Players must clarify if they are speaking out-of-character (OOC) to avoid confusion.
- Maintains immersion in the game world.
- Reduces disruptions caused by breaking character mid-session.
Player vs. Player (PvP) Rolls
- PvP rolls are allowed when conflicts arise between player characters.
- DM approval may be required to ensure the situation fits the narrative.
- Adds drama and tension between characters, encouraging roleplay opportunities.
- Keeps PvP interactions controlled and meaningful instead of disruptive.
Critical Hits
Critical hits double the dice rolled, not the total damage, and modifiers are added afterward. Example:- A normal attack deals 1d8 + 4 damage.
- On a crit, roll 2d8 + 4 instead of doubling the total damage.
- Makes critical hits impactful without being overpowered.
- Preserves game balance while rewarding lucky rolls.
Magic Item Resizing
Rare and higher-tier magic items automatically resize to fit the wielder unless otherwise stated. Why is this a rule?- Avoids unnecessary restrictions on equipment for different-sized characters.
- Keeps gameplay fluid without excessive rules about resizing items.
Rounding Damage
Half damage is always rounded down. Why is this a rule?- Simplifies calculations, speeding up combat.
- Avoids debates over fractional damage values.
Initiative Ties
Players with tied initiative can choose between using their Dexterity modifier or rolling dice (“rollies”) to determine who goes first.Enemies tied with players always act before players. Why is this a rule?
- Provides a quick, fair way to resolve ties while maintaining tension.
- Keeps combat fast-paced without bogging down turns.
Death Saves
- Players must roll death saving throws in secret to increase tension and avoid meta-decisions.
- A roll of 1 counts as two failures.
- A roll of 20 allows the character to immediately regain 1 hit point and become conscious.
- Secret rolls preserve suspense and roleplay opportunities.
- Natural 1 and 20 rolls add drama and make death saves more impactful.
Combat Rules
Called Shots
- Players may declare a called shot (targeting specific body parts) at the cost of disadvantage on the attack.
- Successful called shots can cause special effects, such as:
- Blinding—Targeting the eyes to impose disadvantage on attacks and perception checks.
- Disarming—Targeting hands to knock weapons loose, forcing the enemy to retrieve or draw another weapon.
- Encourages creativity and tactical play during combat.
- Adds realism and depth to combat beyond just hit points.
Weapons and Armor Adjustments
Shields:- Can be used to bash as a bonus action, dealing 1d6 bludgeoning damage.
- Can be reinforced with materials to provide temporary bonuses, such as:
- +1 AC for 1 encounter.
- Resistance to a specific damage type.
- Provides more versatility and creative options for gear use.
- Makes shields and armor more dynamic, encouraging tactical decisions.
Combo Attacks
- Players can coordinate attacks with another character to perform a combo attack.
- Both players must declare their intent to perform a combo before either of them rolls.
- Combo attacks require both players to use their actions on the same turn.
- If the combo succeeds, it may trigger additional effects, such as:
- Bonus Damage: Deal an additional damage die based on the weapon used.
- Status Effects: Knocked prone, stunned, or disarmed, depending on the narrative setup.
- Both players must roll attacks. If both attacks hit, the combo effect activates. If one attack misses, the combo fails and damage is dealt as normal.
- Encourages teamwork and creative combat strategies.
- Allows for cinematic moments in battle, emphasizing character synergy.
- Adds variety to combat without breaking balance.
Overkill Rule
- If an attack reduces an enemy to 0 hit points and the damage exceeds their remaining HP by half their maximum HP, the attack may cause additional effects:
- Fear Effect: Nearby enemies must make a Wisdom saving throw or become frightened until the end of their next turn.
- Environmental Impact: Knock enemies into hazards, destroy cover, or leave lingering effects (e.g., fire or acid damage).
- Encourages powerful finishing moves and dramatic combat moments.
- Adds mechanical depth to high-damage attacks.
Grappling Improvements
- Grappled creatures suffer disadvantage on melee attacks (not just movement restrictions).
- Large or larger creatures can grapple multiple targets at once, based on size.
- Players can use their attacks to pin grappled targets, causing restrained status until they escape.
- Makes grappling more viable and dynamic in combat.
- Allows larger creatures to feel more threatening in melee combat.
Comments