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House rules / Clarifications

Written by DoStuffZ

Starting Level: Characters begin the campaign at 3rd level.   Stats:
  1. Rolling for stats is done using a bundle of 4 six-sided dice (4d6), dropping the lowest, 1 for each stat (6), in three sets.
  2. You have one single reroll. You must accept the results of the reroll.
  3. After rolling 3 sets, you select which set you wish to proceed with..
  4. You can place the stats in any way you desire.
Experience (XP): Experience is a mix of normal XP, DM bonus, and milestone rewards. The pacing may be faster than standard D&D.   Inspiration:
  1. Inspiration can be granted at any point during the game, if you have one to grant.
  2. A single character can hold a maximum of 3 Inspiration points at any given time.
  3. Only the recipient of the Inspiration can accept it. (RAW)
  4. Only the character who receives the Inspiration can spend it. (RAW)
  5. Any Inspiration awarded, but not accepted goes back to DM and be used by Mobs.
Magic Sensory Experience: Magic in our campaign has a tangible sensory aspect. It can manifest as visible effects such as light, rippling air, shapes, or forms. It may also produce audible cues like a crack of sound, booms, whistles, and other sounds. Additionally, magic can trigger other sensory experiences, like raised hair, goosebumps, or other physical sensations.   Embracing Evil's Path: If you consciously choose the path of Evil, you will transition into the role of an NPC, potentially taking on the mantle of a Villain and becoming the group's Nemesis.   Concentration Spells: As per the standard rules (RAW), when you cast a concentration spell, you cannot cast another concentration spell without ending the first one. However, we are adopting a variant rule inspired by Nerdarchy: You have the option to cast a concentration spell as an instant spell, which won't disrupt your current concentration. If you choose to cast it as a concentration spell, you must decide which one spell you'll continue concentrating on.   Flanking Rules:
  1. When two allies stand beside the same target, they gain a +2 bonus to hit.
  2. However, if you are already being flanked, you cannot grant the flanking bonus to another. There's no flanking chain.
  3. Rogues still receive the advantage state, if the preceding conditions are met.
Death and Dice Transparency:
  • In my campaigns, death is a real possibility, and we maintain full transparency with the dice rolls.
  • We will roll death saves in whispers between the player and DM.
  • Death saves are saving throws, and follows the rules regarding same.
Lingering Injuries: When a character's hit points reach 0, they may suffer a Lingering Injury as per the guidelines found on page 272 of the Dungeon Master's Guide (DMG). We use our own custom table to determine the specific injury, which could include losing an eye or limb.   Attunement and Identify:
  • Attunement to a magical item will allow you to activate it, if the activation is will based. It will not give you command words, if specified.
  • The Identify spell will provide detailed information about the specific attributes and properties of the item. It will also give you command words if specified.
  • You have 3 attunement slots, until we get to Epic levels.
Enchantment (Friends, Charm Person, Dominate): After the effects of a spell like Friends or Charm Person wear off, the target is granted a second saving throw to recall what transpired. Pending what transpired the individual may have feelings and/or words to say.   Constructing and Deconstructing Magical Items:
  1. Deconstructing magical items to recover Residuum(*) is possible, but keep in mind that Residuum found in its raw form deteriorates rapidly.
  2. I'm using kibbles'(*), a homebrew system, that specifies what can be constructed and how.
  3. Residuum obtained from deconstructing magical items can be used in the construction process of new items as per custom rules.
  4. (*) https://www.kthomebrew.com/. They call it Essence, I call it Residuum
Shopping for Magic You may be lucky to find your dream item in a shop, readily available for you to pick up. You may need to ask around and put out interested feelers with various parties. In which case, I resolve that with two rolls:
  1. Investigation: How long it will take to find your item of interest.
  2. Persuasion: How shady is the contact which was found. The longer it takes to find, the more nefarious individuals will take interest and see a payday at the end of the interaction.
Knowing this, what's to stop you from going through with the deal? Nothing, this is where your intuition and gut feelings come in. The longer you have to stop at various shops and go "I'm looking for this item, have you heard anything?", If you then get contacted by shady saying they have your item. Show up at back alley X by midnight, don't bring friends. That is technically all you need to know to go, ehm no thanks, I don't feel like getting mugged today.   Stacking movement
  • If the description is identical, they don't stack. Haste double speed and Boots of Speed double speed does not stack.
  • Increase of movement and increase of movement does not stack.
Three failed checks
  1. First Fail: No progress. The character struggles but doesn't make any upward movement.
  2. Second Fail: No progress, and an immediate saving throw. If the saving throw fails, something catastrophic happens. For example, the character loses their grip or slips, and they need to make a saving throw to avoid a more severe consequence.
  3. Third Fail: Catastrophic failure. The character falls or faces a significant setback. This could result in them losing ground or suffering damage.

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