House Rules
The following here are a list of House Rules that I intend on using in order to balance some corners of the game (in my opinion), and add more flavour to the world/game. **These house rules are subject to change. If determined to negatively effect the game experience, new items may be added and existing items removed**
Combat Rules
Flanking - In combat, any character standing on the direct opposite side of an enemy, from an ally can provide a "flanking bonus" to their ally. The flanking character may expend a bonus action to provide advantage on the next attack for the opposite player. One cannot provide Flanking if they themselves are flanked. Critical hits - When rolling the damage for a critical hit, roll the weapon damage once, then add the maximum allowed damage for the weapon, rather than rolling twice or doubling the number. All other damage effects and rolls are done normally (ie. sneak attack). Eg. a critical hit with a longsword (1d8 dmg) = 1d8 + 8 (the max of 1d8) + Strength + any other effects. Players combat turns (To be used as needed) - Players will have 20-30seconds to begin making a move when their turn comes up in initiative. Failing to decide on an action will result in them defaulting to the dodge action, and missing the rest of the turn. Potions in Combat - Due to the nature of potions, in that they're often sealed by corks, wax or twine, they are difficult to open in the midst of combat. All potions will require an action to use. A potion can be successfully used as bonus action with a successful Dex (Sleight of Hand, the DC to match the situation) check, but a failure will result in dropping the vial leading to its possible destruction. Exceptions to this include the Rapid Drinker feat (see below), and other situations as discussed with the DM. Sentinel Feat - Opponents two sizes larger than the wielder make a contested strength check to be affected by the movement impairing effects. (eg. Medium vs. a Huge) Polymorph/Banish - Creatures of a “huge” size or larger gain advantage against the effects of polymorph/banish spell.Role Play Rules
Natural 20s on ability/skill checks- Natural 20s on ability checks outside of combat do not automatically equal a critical success. There is a much better chance of something strange, wonky and fantastical happening, but will still fail if the DC of the action is not met. Eg. Rolling a natural 20 on Persuade Check to ask the king to give up his kingdom to you, will not automatically result in a success. Professions and Crafting Items - Players are encouraged to role play their professions and background. To this end, players who wish to pursue activities such as Alchemy (making potions), blacksmithing, tinkering, scroll making, etc. will be able to do so, with real in game impacts. Example: I have a list of various potions and the materials required to make them. Should a player choose to pursue alchemy, i will sprinkle in supplies and recipes into the world in shops and as rewards, you’ll be able forage for fresh herbs with nature checks, and you’ll be able to create a wide variety of potions either for sale or use during the in-game downtime. Scry Spell - The Scry spell only focuses on the target of the spell, everything seen or heard, happening outside of a 10ft radius of the target is obscured from view. Divine Assistance - Every player should be rewarded for piety towards their god, even if they're not a cleric. I'm examining several ideas such as the Piety system from the Mythic Odyssey of Theros book, or allowing each player to roll divine intervention (a cleric ability), but to a weaker extent. More to follow.Miscellaneous Rules
Firearms/Guns - The power of firearms has not been unlocked, or is inaccessible to the majority of the world. If you'd like to use firearms, please discuss with DM. Many fire arms will require a quest chain, and or narrative engineering to "create" the weapons before use. Fall Damage - Fall damage in the game is fairly underwhelming. As it stands a mid level character can jump off a cliff from hundreds of feet in the air and know with certainty they'll survive. Fall damage in this world will be more realistic, and unmitigated falls over a certain height WILL result in death (as it should). **Darkvision** - Darkvision has become nearly ubiquitous in the game, with the majority of races having access to it. This to me diminishes the value of lighting the game world. Many of the races in my world do not match the origins as presented in the Players Handbook. As such, the following races will lose access to Darkvision, excluding a narrative discussion with the DM: Roll Stealth only at the moment of possible detection - Players make (Dexterity) Stealth rolls only when someone is in a position to see them or look for them. The Player’s Handbook doesn’t say exactly when players are supposed to roll their stealth skill and many players will use the skill as if they’re “entering stealth mode” with a roll up-front, so this is more of a clarification of how I handle things. When a character announces they are going to creep somewhere, I won't ask for a roll. Instead I wait until a moment of potential discovery and ask the player to roll at that moment. Additional Feats: Rapid Drinker Feat - Through a lifestyle of hard, competitive drinking, you’ve learned how to quaff drinks at an incredibly accelerated pace. You gain the following benefits:- You can drink a potion as a bonus action, instead of as an action without needing a Sleight of Hand check.
- You have advantage on any saving throws triggered by ingesting an alcoholic or dangerous substance.
- You have advantage on Intelligence (Arcana) checks when investigating the nature of a magical object or device.
- You can now be attuned to a maximum of four magical items, rather than the normal limit of three.
- Darkvision of 60 feet. If you already have darkvision, its range increases by 60 feet. Additionally, you also have advantage on Investigation and Perception checks that rely on sight.
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