House Rules: Difference between revisions

From FC1
Jump to navigation Jump to search
No edit summary
mNo edit summary
 
(25 intermediate revisions by the same user not shown)
Line 1: Line 1:
A non-exhaustive list of house rules used in the campaign.
A '''non-exhaustive''' list of house rules used in the campaign. We use the 5E rules from the 2014 book unless stated otherwise.


== Character Creation ==
==== D20 Test ====
* Please, '''no Chaotic Neutral''' murder-hobos with no living family or friends.
The term D20 Test will come up in a few places. This is the 2024 term for the three different d20 rolls:
*'''Flaws''' make for interesting characters; try and distribute your ability scores in more interesting ways, pick some (less useful) skills that reflect your career before you became an adventurer, etc. Also worth thinking about is certain phobias (spiders, tight spaces, etc.), character flaws (overbearing, afraid of commitment, etc.), and other things that make your character more rounded without making them unplayable.
*To keep things simple we only use races/classes/spells/etc. from the '''PHB and no other books'''.
* One exception; '''backgrounds''' from any of the official books can be used. [https://5ebackgrounds.com/ This website] seems to have most (the homebrews are not allowed). I also found a list of [https://www.thievesguild.cc/tables/trinkets-large 1200 trinkets], most of these should be just fine. Also note that the traits/flaw/ideal/bonds tables should used more for inspiration than just rolling randomly on them, or you get characters that make little sense.
*Second exception; if you have a '''very specific character idea''' I might be willing to make a small change in a race/class ability if we can work this out, but it won't be something that will make your character more powerful than before, more likely the opposite.
* '''Standard ability score array'''; 15, 14, 13, 12, 10, 8.
* We use the '''Variant Human Traits''' (page 31); humans get +1 to two ability scores, proficiency in one skill of your choice, one feat of your choice.
* Players get to choose '''one extra skill''' proficiency than normal and there are a number of new skills, see below.
*Dragonborn, Tieflings, and Sorcerers are '''not available''' due to story reasons, but if you really, really want to, talk to the DM.


== During Play ==
D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls.
* '''Hit Points'''; on level up you get the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
* '''Fate Points'''; these can be used to reroll a die but also to change something in a scene ("the bouncer is an old friend of mine", "there's a chandelier on this ceiling and it comes off easily"). Players start with three Fate Points and gain one every time they level.
*'''Potions''' use the same identify rules as regular items.
* '''Healer’s Kit''' heals hp equal to Medicine check / 10 (round down).
* '''Training''' is required for feats, and ability increases. You will need to find a trainer/teacher or something similar.
*[[Vancian Spell Names|'''Vancian Spell Names''']] is just for flavor but definitely under-used.
*Also worth keeping in mind; '''success doesn't always make for the most interesting or memorable adventures'''. Finding the thingy and returning it to the duke is pretty straightforward but not finding it, getting chased and ending up somewhere new, or finding it and then selling it and getting the duke angry with you, can be much more interesting and lead to things neither the players nor the DM was expecting.


== New Skills ==
== Characters ==
A few skills have been added to the game, they cannot be used if you do not have proficiency with them.


'''Architecture and Engineering (Int)'''
==== Character Creation ====
See the [[House Rules - Character Creation|'''House Rules - Character Creation''']] page.


Understanding of building skills and the ability to identify weak spots. Theoretical knowledge of any kind of devices that use physics to operate (a hinge, a crossbow, etc.). To actual build/repair/disable one you might need the proper tool skill instead, but having this skill as well will give advantage and maybe other benefits.
==== Classes ====
There are a few tweaks to some classes, mostly the deserved nerfs from the 2024 rules, see the [[House Rules - Classes|'''House Rules - Classes''']] page.


'''Arts, Literary (Wis)'''
==== Skills ====
Players get to choose '''one extra skill''' proficiency more than normal and there are a number of '''new skills, see [[House Rules - Skills]]'''.


The ability to write gud. Also used for knowledge of works of world fiction and oral tradition.
==== Feats ====
Some feats have been changed and a number of feats from other books are allowed, see '''[[House Rules - Feats]]'''.


'''Arts, Performing (Cha)'''
==== Spells & Spellcasting ====
See [[House Rules - Spellcasting]] for changes to a few spells and other minor changes.


Already exists as the Performance skill but included here for completion’s sake.
==== Fate Points ====
Added for a little more survivability and roleplay fun. These can be spent to '''re-roll a die''' or to '''change something in a scene''' ("the bouncer is an old friend of mine", "there's a chandelier on this ceiling and it comes off easily"). Players start with three Fate Points and gain one every time they level.


'''Arts, Visual (Wis)'''
==== Leveling Up ====
'''Hit Points'''; on level up you get the fixed value shown in your class entry, which is the average result of the die roll (rounded up).


The game has Painter's Supplies but not Sculptor’s Tools or tools for other forms of visual arts so this skill is basically a broader replacement for Painter's Supplies.
'''Training''' is required for gaining feats, and ability increases. You will need to find a trainer/teacher or something similar.


'''Bureaucracy (Int)'''
== Combat ==


You know how red tape works in any large organization, not just government. You know the best person to talk to when you have a specific problem. You know who can be pressured to make someone else do what you need. And you know who to bribe.
==== Initiative ====
Both sides roll just one d20 for initiative, adding the best modifier from among their group. The winning side then selects one of their characters to act first, then the other side selects one of their characters to act. This continues until one side has used all it's characters and then the remaining side uses its remaining characters. For the next round of combat Initiative is rolled again.


'''Etiquette, Lower Class (Cha)'''
==== Flanking ====
This [https://5e.tools/variantrules.html#flanking_dmg rule from the DMG (p251)] is only used when using miniatures and with one change; you only get advantage when not flanked yourself.


You know how to behave not just among criminals but also poorly paid workers, etc.
==== Diagonal Movement ====
For some reason I thought that this rule was removed from 5E but it turns out it was in the [https://5e.tools/book.html#dmg,8,optional%20rule%3a%20diagonals,0 2014 DMG] all the time:


'''Etiquette, Middle Class (Cha)'''
When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.


Shop owners, artisans, independent farmers are all part of this group.
== Equipment ==


'''Etiquette, Upper Class (Cha)'''
=== Mundane Items ===


This covers the nobility and nouveau riche such as wealthy merchants.
==== Healer’s Kit ====
This [https://5e.tools/items.html#healer's%20kit_phb item] now also heals hp equal to Medicine check / 10 (rounded down). '''We'll assume every character always carries one.'''


'''Geography (Int)'''
==== Throwing Items ====
[https://5e.tools/items.html#acid_xphb Acid], [https://5e.tools/items.html#alchemist's%20fire_xphb Alchemist's Fire], [https://5e.tools/items.html#holy%20water_xphb Holy Water] (does 2d8 damage now), [https://5e.tools/items.html#net_xphb Net] (no longer considered a weapon), and [https://5e.tools/items.html#oil_xphb Oil] use the 2024 rules. This means '''replacing one of your normal attacks to throw''' and imposing a save on the target; '''Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus)'''.


Cartographer's Tools are a thing that exists but this is a broader replacement that also covers basic knowledge about climate, politics, trade, etc.
=== Magic Items ===


'''Local Knowledge (Wis)'''
==== Custom Magic Item ====
Every character will start with or find a magic item suited to them that increases in power as they level.


You know where to find the right people in a certain area (depending on the campaign it can be a city/region/country) and you know all the shortcuts and where what markets are held, where the floating dice games probably are at this hour, etc. Some kind of investment of in-game time or something similar should be needed to make this work for a new area you have traveled to.
'''Cyphers'''


'''Warfare (Int)'''
These are [[Cyphers & Potions|magical one-shot items]] which need harmonization before use, this takes 5 minutes. You can have harmonization with two items at most.


This covers strategy and tactics, etc. You can tell the enemy’s left flank is weak, you know the best place for an ambush, etc.
==== Potions ====
'''Healing Potions''' from the DMG have been replaced by Healing (1d10+level), Greater Healing (2d10+level), Stupendous Healing (3d10+level).
 
All Potions use the same identify rules as regular items.
 
==== Scrolls ====
Spells in spellbooks can be used as scrolls, following all regular rules. The spell will disappear from the spellbook after use.
 
== Rules Glossary ==
 
==== Exhaustion ====
Changed to the [https://5e.tools/conditionsdiseases.html#exhaustion_xphb 2024 version] but with an addition of a penalty on spell DC's. So this is what it ends up as:
 
* When you make a D20 Test the roll is reduced by 2 times your Exhaustion level.
* The Save DC of your spells is reduced by 2 times your Exhaustion level.
* Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
 
==== Grappling ====
The 2024 version is a lot better but would require looking up every time. My strong preference is to just avoid grapple as much as possible; players not taking grapple feats/abilities/spells, and the DM doing the same, and using monsters with grapple sparingly.
 
==== Incapacitated ====
Adding two things from [https://5e.tools/conditionsdiseases.html#incapacitated_xphb 2024]:
 
* Your Concentration is broken. [This is already true in the 2014 rules but was not referenced there.]
* You can't speak.
 
==== Long Rest ====
These rules, most from the 2024 version, are added to the '''[https://5e.tools/quickreference.html#bookref-quick,2,resting Long Rest]''':
 
* If you rested at least 1 hour before the interruption you gain the benefits of a '''Short Rest'''.
* During sleep, you have the '''Unconscious''' condition.
* You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.
* '''Sleeping in Armor'''; sleeping in medium armor or heavy armor gives a level of exhaustion (pressure ulcers are no fun!).
 
== Players Exploiting the Rules ==
This from [https://5e.tools/book.html#xdmg,0,players%20exploiting%20the%20rules,0 page 19 of the 2024 DMG] is certainly a good reminder:
 
* '''Rules Aren't Physics''' The rules of the game are meant to provide a fun game experience, not to describe the laws of physics in the worlds of D&D, let alone the real world. Don't let players argue that a bucket brigade of ordinary people can accelerate a spear to light speed by all using the Ready action to pass the spear to the next person in line. The Ready action facilitates heroic action; it doesn't define the physical limitations of what can happen in a 6-second combat round.
* '''The Game Is Not an Economy''' The rules of the game aren't intended to model a realistic economy, and players who look for loopholes that let them generate infinite wealth using combinations of spells are exploiting the rules.
* '''Combat Is for Enemies''' Some rules apply only during combat or while a character is acting in Initiative order. Don't let players attack each other or helpless creatures to activate those rules.
* '''Rules Rely on Good-Faith Interpretation''' The rules assume that everyone reading and interpreting the rules has the interests of the group's fun at heart and is reading the rules in that light.
 
[[Category:Rules]]

Latest revision as of 16:29, 31 January 2025

A non-exhaustive list of house rules used in the campaign. We use the 5E rules from the 2014 book unless stated otherwise.

D20 Test

The term D20 Test will come up in a few places. This is the 2024 term for the three different d20 rolls:

D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls.

Characters

Character Creation

See the House Rules - Character Creation page.

Classes

There are a few tweaks to some classes, mostly the deserved nerfs from the 2024 rules, see the House Rules - Classes page.

Skills

Players get to choose one extra skill proficiency more than normal and there are a number of new skills, see House Rules - Skills.

Feats

Some feats have been changed and a number of feats from other books are allowed, see House Rules - Feats.

Spells & Spellcasting

See House Rules - Spellcasting for changes to a few spells and other minor changes.

Fate Points

Added for a little more survivability and roleplay fun. These can be spent to re-roll a die or to change something in a scene ("the bouncer is an old friend of mine", "there's a chandelier on this ceiling and it comes off easily"). Players start with three Fate Points and gain one every time they level.

Leveling Up

Hit Points; on level up you get the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

Training is required for gaining feats, and ability increases. You will need to find a trainer/teacher or something similar.

Combat

Initiative

Both sides roll just one d20 for initiative, adding the best modifier from among their group. The winning side then selects one of their characters to act first, then the other side selects one of their characters to act. This continues until one side has used all it's characters and then the remaining side uses its remaining characters. For the next round of combat Initiative is rolled again.

Flanking

This rule from the DMG (p251) is only used when using miniatures and with one change; you only get advantage when not flanked yourself.

Diagonal Movement

For some reason I thought that this rule was removed from 5E but it turns out it was in the 2014 DMG all the time:

When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.

Equipment

Mundane Items

Healer’s Kit

This item now also heals hp equal to Medicine check / 10 (rounded down). We'll assume every character always carries one.

Throwing Items

Acid, Alchemist's Fire, Holy Water (does 2d8 damage now), Net (no longer considered a weapon), and Oil use the 2024 rules. This means replacing one of your normal attacks to throw and imposing a save on the target; Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus).

Magic Items

Custom Magic Item

Every character will start with or find a magic item suited to them that increases in power as they level.

Cyphers

These are magical one-shot items which need harmonization before use, this takes 5 minutes. You can have harmonization with two items at most.

Potions

Healing Potions from the DMG have been replaced by Healing (1d10+level), Greater Healing (2d10+level), Stupendous Healing (3d10+level).

All Potions use the same identify rules as regular items.

Scrolls

Spells in spellbooks can be used as scrolls, following all regular rules. The spell will disappear from the spellbook after use.

Rules Glossary

Exhaustion

Changed to the 2024 version but with an addition of a penalty on spell DC's. So this is what it ends up as:

  • When you make a D20 Test the roll is reduced by 2 times your Exhaustion level.
  • The Save DC of your spells is reduced by 2 times your Exhaustion level.
  • Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.

Grappling

The 2024 version is a lot better but would require looking up every time. My strong preference is to just avoid grapple as much as possible; players not taking grapple feats/abilities/spells, and the DM doing the same, and using monsters with grapple sparingly.

Incapacitated

Adding two things from 2024:

  • Your Concentration is broken. [This is already true in the 2014 rules but was not referenced there.]
  • You can't speak.

Long Rest

These rules, most from the 2024 version, are added to the Long Rest:

  • If you rested at least 1 hour before the interruption you gain the benefits of a Short Rest.
  • During sleep, you have the Unconscious condition.
  • You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.
  • Sleeping in Armor; sleeping in medium armor or heavy armor gives a level of exhaustion (pressure ulcers are no fun!).

Players Exploiting the Rules

This from page 19 of the 2024 DMG is certainly a good reminder:

  • Rules Aren't Physics The rules of the game are meant to provide a fun game experience, not to describe the laws of physics in the worlds of D&D, let alone the real world. Don't let players argue that a bucket brigade of ordinary people can accelerate a spear to light speed by all using the Ready action to pass the spear to the next person in line. The Ready action facilitates heroic action; it doesn't define the physical limitations of what can happen in a 6-second combat round.
  • The Game Is Not an Economy The rules of the game aren't intended to model a realistic economy, and players who look for loopholes that let them generate infinite wealth using combinations of spells are exploiting the rules.
  • Combat Is for Enemies Some rules apply only during combat or while a character is acting in Initiative order. Don't let players attack each other or helpless creatures to activate those rules.
  • Rules Rely on Good-Faith Interpretation The rules assume that everyone reading and interpreting the rules has the interests of the group's fun at heart and is reading the rules in that light.