House Rules in The World of Hrrath - | World Anvil
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House Rules

House Rules - Last Update 2/11/2020


   

Player Behavior

  • DM has final say on game rules
  • Respect other player's and DM's boundaries
  • If a player is uncomfortable with any situation, they should alert the DM
  • Remember it is the DM's job to facilitate the players, if you have any questions, comments, or concerns, please ask me (it is quite literally my job to be able to help!)

Canonicity

  All campaigns are canon unless stated otherwise. Any player can veto making a session canon, specifically if the session covers topics the player is uncomfortable with.  

Current Canon Stories

  • Sunken Citadel (Year 0) (One Off)
  • The Return of The Pelagic Maw (Campaign 1)
  • Sunken Citadel Revisited (Improv Team) (One Shot)
  • Sunken Citadel Revisited (Grove Team) (One Shot)
  • Defenders of Driftwud (One Shot)
  • Big Money Salvage Company (Campaign 2)
   

Magic

Most accessible magic is either Arcane or Divine in nature. Contemporary artificer magic is generally arcane based. Druid magic is divine.

Magical Technology (magitek for short) an somewhat well known form of magic often practiced in the past, however its methods have long since been forgotten.

Psionics (despite being published in Tasha's Caldron of Everything), is a lost art - and its practice is not common place. It is so rare that players may not access psionics based classes. (Notice, you may still cast spells featured in Tasha's - however psion based sub classes may not be accessed without great effort.

Familiars are sentient. They can talk. They can also be ordered to be silent by their caster.    

Oaths

Oaths (including paladin sub-classes) are powerful promises, managed by Tidiana.


Classes and Races and Feats

   

Prestige Classes

  Prestige classes may be awarded by the DM due to player actions. Prestige classes represent specialization or devotion that goes beyond standard DND classes and subclasses.  

Feats

      Most feats can be freely selected by players - however certain feats cannot be selected. These feats (called hidden feats) are not banned, however, and can be granted to players as rewards for player activity. Many of these can be rewarded by training as a down time activity.     Hidden Feats  
  • Eldritch Adept
  • Fey Touched
  • Shadow Touched
  • Poisioner
  • Fighting Initiate
  • Metamagic Adept
  • Gunner
  • Artificer Initiate
  • Crusher
  • Piercer
  • Slasher
  • Telekinetic
  • Telepathic
  • Skill Expert
 

Unavailable Class Options

  Psions are not currently allowed for player options.   This includes...
  • Aberrant Mind Sorcery
  • Soulknife rogue
  • Psi Warrior
Psionics have been outlawed since 52 AH - when it was discovered that the Pelagic Maw lives on in it's psionic network, even though it's body has been slain. Ever since then, most societies have outlawed the practice of psionics out of fear of the Maw reforming.   If psionics still exist in the world, it is only known by incredibly ancient creatures, or creatures too alien to use normal arcane or divine magic.
Gun-based classes are currently not allowed for player options (this does not include Artificer, which are valid)   The knowledge of how guns are made has been lost for over 900 years and even when they did exist, they were not widespread.   If guns still exist in the world, they are likely lost artifacts, or closely guarded by their owners.     Tabaxi   Tabaxi's have 3 sub-races. Currently, they are the same mechanically, however they have different appearances.
  • Tabaxi Wildling - Standard dnd Tabaxi. Mostly nomatic traders
  • Half-Tabaxi - Anime catgirls and catboys uwu
  • Kitsune - Anime foxgirls and foxboys 0w0
     

Combat

 

Movement

  Movement follows Maptool's distance and movement system
     

Enemy Tags

Certain enemies are tagged to convey useful info to characters. Players can Martial Check an enemy to learn tags. Below are a list of tags, which may be expanded overtime. If a tag has a star (*) by it, players are automatically aware of this tag the moment combat begins.

Minion: Has one HP.
Summoner: Can summon aid.
Caster
:Can cast spells.
Ruthless
*: Will attack an unconscious target. A ruthless creature is a creature that 100% wants you dead.
One-Hit KO
*: Has a feature that can instantly bring a target to 0 hp.
Strategic
*: Once a player has said what their plan is, it happens. (For instance, if you move your token to a location while trying to plan your move, it counts as your movement)
Clash: Is able to trigger a clash with players.
Clash Opportunist: This creature does an action in response to player's failing a clash against it.
Violent Clash: This creature is able to cause a permanent injury (such as a loss of limb) in a clash.  

Martial / Martial-Arcana Checks

Players have a new skill, the Martial(Int) Skill. This skill can be used in combat to study your enemy to learn things like what actions it can take, what it is vulnerable to, and other useful information. Once per encounter, players have one free action Martial Check, however any additional martial checks after that cost one action. In order to successfully learn from a Martial Check, the roll on the skill check must pass a certain threshold. There may be multiple thresholds. If you reach a higher threshold, you gain the benefit of lower thresholds, however you can only learn one topic from a given category per Martial Check.
Martial Checks can study the following categories.
  • Actions/Reactions/Spells
  • Vulnerabilities/Immunities/Resistances
  • Stat Info (I will reveal the highest and/or lowest of their base stats)
  • Tags
Arcana checks can be used instead of martial checks for analyzing magical abilities
   

Rule-of-Cool Bullshittery

A player may ask to preform something they would not normally be able to do by the standard rules. The DM may try to allow it, although it may not be easy.


Physics and Engineering

Normally, we just use standard dnd rules, but if you can justify how you can use magic items to break physics, the DM may allow it.    

Rolls

  • In a contested roll against DM: Players win ties
  • If a character is lying to another player, another player may insight check. At this point, is the 1st player is lying they can attempt to hid it from the other character by forcing a insight check vs your deception. If the insight check is successful, the 2nd character knows the 1st character is lying. If the first player is telling the truth, the 1st player just tells the second that they are telling the truth. (Keep in mind, player knowledge is not character knowledge)

Ammo

  Ammo (bolts, arrows, throwing knifes etc) rules are decided at the start of the campaign. However for the most part, players have unlimited ammo (to use in combat, not to sell). In certain situations (and the DM will tell you when) your ammo count may be limited. For instance, if you are in a wilderness survival situation, you may need to track and conserve ammo.

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