House Rules: Difference between revisions

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A non-exhaustive list of house rules used in the campaign.
A non-exhaustive list of house rules used in the campaign.


* Potions use the same identify rules as regular items.
=== Character Creation ===
 
* 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. This website seems to have a listing of many of them.
* Standard ability score array; 15, 14, 13, 12, 10, 8.
* We use the Variant Human Traits (page 31); +1 to two ability scores, proficiency in one skill of your choice, one feat of your choice.
* Players get to choose one more skill proficiency than normal and there are a number of new skills, see below.
 
=== During Play ===
* 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).
* Healer’s Kit heals hp equal to Medicine check / 10 (round down).
* Training is required for feats, and ability increases.
* Training is required for feats, and ability increases. You will need to find a trainer/teacher or something similar.
*[[Vancian Spell Names]] is just for flavor but definitely under used.
*[[Vancian Spell Names]] is just for flavor but definitely under-used.


=== New Skills ===
=== New Skills ===
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'''Etiquette, Upper Class (Cha)'''
'''Etiquette, Upper Class (Cha)'''


This covers the nobility and nouveau rich such as wealthy merchants.
This covers the nobility and nouveau riche such as wealthy merchants.


'''Geography (Int)'''
'''Geography (Int)'''
Line 47: Line 57:
'''Local Knowledge (Wis)'''
'''Local Knowledge (Wis)'''


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 travelled to.
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.


'''Warfare (Int)'''
'''Warfare (Int)'''


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.
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.

Revision as of 11:03, 15 April 2022

A non-exhaustive list of house rules used in the campaign.

Character Creation

  • 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. This website seems to have a listing of many of them.
  • Standard ability score array; 15, 14, 13, 12, 10, 8.
  • We use the Variant Human Traits (page 31); +1 to two ability scores, proficiency in one skill of your choice, one feat of your choice.
  • Players get to choose one more skill proficiency than normal and there are a number of new skills, see below.

During Play

  • 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 is just for flavor but definitely under-used.

New Skills

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)

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.

Arts, Literary (Wis)

The ability to write gud. Also used for knowledge of works of world fiction.

Arts, Performing (Cha)

Already exists as the Performance skill but included here for completion’s sake.

Arts, Visual (Wis)

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.

Bureaucracy (Int)

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.

Etiquette, Lower Class (Cha)

You know how to behave not just among criminals but also poorly paid workers, etc.

Etiquette, Middle Class (Cha)

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

Etiquette, Upper Class (Cha)

This covers the nobility and nouveau riche such as wealthy merchants.

Geography (Int)

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

Local Knowledge (Wis)

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.

Warfare (Int)

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.