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Game Modifications

House Rules
  1. Natural 1 in initiative rolls: 1st attack at disadvantage
  2. Natural 20 in initiative rolls: +1 Inspiration for combat
  3. Natural 1 on skill checks: no specific mechanic, DM will choose your fate
  4. Natural 20 on skill checks: automatic success, it will be cool
  5. Natural 20 on combat: critical hit
  6. Natural 1 on combat: weapon held dropped, 1 action to retrieve
  7. Player death: 1 to 2 fails of death throw but not killed using lingering injury chart on page 272 of The Dungeon Master's Guide. Chart description lists how to remove, cyphers that regenerate or restore full hit points in a single shot will have the same effect as Regenerate spell for this purpose. 3 failures will be death unless resurrected or cloned or some other shenanigans.
  8. Fear and Dread will follow rules on page 70 of Sandy Peterson's Cthulhu Mythos. Dread comes from Mythos creatures and discovery of disturbing facts. Dread is cumulative, and some monsters may add more than one level of dread when encountered. The spell Fear does not cause dread. At certain levels of dread a players must save vs wisdom to avoid an temporary or even permanent insanity. Dread will go away on it's own, some magic, some potions, and getting away from the source of dread will lower a level or more.
  9. Astrology: Based on the calendar I will roll a d12 symbol die the result of which some characters have a chance for an inspiration die that will last for 24 hrs from moon rise. This will occur on double full moons and double new moons.
  10. Mythos Spells: Formula spells cannot be known until discovered in game play. Spells rules on Sandy Peterson's Cthulhu Mythos page 85.
  11. Mythos Spells: Class spells may be discovered through game play or available based on class.
  12. Leveling Up: Levels will be rewarded to the party at milestones in the adventure
  13. Numenaria rules: not being used, only rules as written in Arcana of the Ancients for 5th ed.
  14. Turn Based Initiative: Initiative will be re-rolled at the top of each turn. Lairs and legendary actions will still go on initiative 20  or as ability states as per usual.

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