House Rules

Character Creation

  • Always roll for hit points, no taking the average. If a 1 is rolled, reroll again until the dice display is 2 or above.
  • Rolling for Stats When making a character, roll for the character’s ability scores. Each player and character will roll up to 2 sets worth of stats, and will use 4d6 and keep the highest 3 numbers. When a 1 is rolled on any D6, reroll that die. Players will keep anything of 10 and above. Any total number rolled below 10 will be rerolled. The player can rearrange any of the stats that are rolled in any way they wish.
  • Variant Encumbrance: When using the variant, ignore the strength column of the Armor table in Chapter 5. If your total carry weight is more than 10 times your strength score, you are encumbered, which means your speed drops by 10 ft. If you carry weight in excess of 15 times your Strength score, up to a maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 ft and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
  • No Mystic classes due to the fact that they are extremely unbalanced
  • No Evil characters, unless it can be done well and discussed with the DM during character creation.
  • Intelligence Proficiency Points: Starting at level one, at every even number on the intelligence score (So, a score of 12 would give you +1), the player may choose an additional skill proficiency, tool proficiency, or language. This addition is only given at 1st level. Any other language, skill or tool must be learned throughout the game, discussed and worked with the DM. EX: A wizard with an 18 Intelligence Score and a +4 ability modifier may choose an additional 4 proficiencies from any skill, language, or tool. The player may also spend two intelligence points to turn a skill proficiency into expertise
  • No secret characters, meaning there cannot be unknowns through the table when discussing who everyone is playing. So, class, race, and background must be known so that character compatibility is more viable
  • Always using milestone when leveling during campaign
  • Alternative attunement: When a character wishes to attune to an item, it takes a minute to attune to it, and then 10 minutes to unattune to it
 

Combat rules:

  • Massive Damage: When a creature or character takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table. If the target receives half or more of their hp in damage and is knocked unconscious, then they receive a lingering injury (on table)
  • Sprint rule: On a player or creature’s turn, they can forgo every action (movement, regular and bonus) to move up to 5 times their speed. Must be a straight line to complete the sprint. All opportunity attacks are made with advantage against someone using the sprint action. Enemies can also use the sprint rule
  • Resting: When taking a short rest, every player will receive 1 hp + their constitution modifier. Alternatively, if a successful medicine check is rolled, the player may roll 1 HD + their constitution modifier. When taking a long rest, every player will receive 1 HD + their constitution modifier back in HP. Alternatively, if a successful medicine check is rolled, the player may roll half their HD + their constitution modifier. If a character is poisoned, the player may attempt to cure the poison using successful medicine checks (Determined by the poison affecting the player). Same goes for disease, though disease can be more dangerous and may take more successful medicine checks to heal.
  • Alternative Resurrection Rules: Character death can often prove to become a miner inconvenience in some campaigns. However, this rule set is designed to add an element of party roleplaying and narrative to the resurrection attempt, as well as the creeping threat of permanent death to a character. Any one of the following DC modifiers are easily adjusted to fit campaign needs. Resurrection Challenge: If a character is dead, and a return from death is attempted by a spell or spell effect with larger than a one one action casting-time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution to be. For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Resurrection Check: After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The Base DC for the final resurrection is 10, increasing by 1 for each previous successful resurrection the character has undergone. For each successful contribution check, the DC is decreased by 3, and a failed attempt increases the DC by 1. Only the most powerful magical incantations can bypass this resurrection check. These spells are true resurrection or wish.
  • Stress rules: with this new ruleset, each player has a stress score that increases in trying situations and decreases when players take steps to mentally fortify themselves with care or support. A player’s stress score may increase upon failure of a vital skill check (such as hiding from a guard who is only 10 ft away), witness a loved one die, or watch a nightmare become reality. The stress score is similar to the 6 other abilities scores in that it can increase to a maximum of 20 with equal intervals and modifiers. The main change is that all players will begin at a Stress Score of 10 with a +0 modifier. For each increase in the modifier, the player will receive an equivalent minus to all attack rolls and ability checks and saves. (For example, Owyn Farwalker suffers an additional point of stress which increases his modifier from +1 to +2. He now must minus 2 from any skill, save, or attack roll until he can lower his stress score).
  • Chase Rules: This adventure will most likely involve chase rules, which can be found in the DM’s Guide. These rules involve varying levels of skill challenges depending on the players’ decisions.
 

Conditions

  • Bleeding: Cannot regain hit points from spells or abilities. A bleeding creature can only regain hit points by consuming hit dice or completing a long rest
  • Dazed: If you are concentrating on a spell and become dazed, you lose concentration on that spell and it immediately fails. While dazed, you cannot concentrate on spells
  • Bloodied Condition: When a character or creature is at or below half health, they receive this condition. While the DM does not tell the players of the monsters HP, they monsters still receive the condition when below half health
  • Mortal Condition: When a character or creature is at or below 10 health, they are mortal
 

Other Rules:

Achievement Magic Items (Milestones): Certain magic items will be known as Milestone items, which will have a variety of tasks attached to the item.
Type
Map, Weather

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