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Houserules

Some minor additions to the game, with the main goal to increase the game flow

Criticals

When is a hit a critical: When an attack roll is a 20, or the attack exceeds the target's AC by 10. What does a critical do: All damage dice rolled for the attack are rolled twice.

Damage

When you gain a critical hit, you roll another d20, consulting the following chart:
Roll Damage Multiplier
1-14 x2
15-19 x3
20 x4

Natural 1s on Attacks

It's a dice result, in most combat cases nothing happens, but when it makes narrative sense, additional major1 consequences might occur.
1: Major effect, non-lasting. So no, you're prone

Saving throws

When you roll a 20 on a saving throw to resist damage, or you surpass the DC by 10 or more you take no damage instead. If you roll a 1 or fail the saving throw by 10 or more, you take damage as if the attack was critical.

Criticals on skill checks

No automatic success/failure, but the total, determine the outcome, with a lower result being far less successful and a high result being more efficient.

Inspiration

Instead of a point of pre-advantage, you get dice to add to any skill check after the fact, this dice is a d6, d8, d10, or d12, you can only ever have one of these dice. These dice can be used in two ways:
  1. Bonus: Increase a roll, more than one inspiration dice can be used this way, after rolling and knowing if it succeeds or not, roll the die and add the result to the initial roll.
  2. Penalty: Decrease a roll, more than once inspiration dice can be used this way, after rolling and knowing if it success or not, roll the die, half the result and subtract that number from the initial roll.

Combat Speediness

  1. During combat, making plans, and discussing is ok, but do so at the end of the combat round, limited to one minute.
  2. At the start of your turn, declare what you're going to do quickly. If you don't, you dodge. You don't need to take your turn quickly, but make a discussion and commit.

Death saves

When a creature or character is dying, the DM rolls the death-saving throws. So the player doesn't know how many successes and failures they have. Checking with the dying character might reveal their current success/failures on a successful Wisdom (medicine) check which can be made from 60 ft. as a bonus action.  

Player Absence:

If you can't make it to a session for any reason, it happens, but make sure you let the group know ASAP, and if you want your character to take an active part in the game (combat, etc.) make arrangements with the other players. For example, discuss your character with another player and make sure you've discussed who takes responsibility.

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