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Possible rules in the future

Different magic item categories. This means that a magic Item can be in different conditions about the magic within it.
Flawed= magic item can only be used once successfully. Broken= every time the item is used it has a 50% chance of breaking Whole= Item works as intended       Game session lasts a full in game day? Or rather, can't get a long rest, do a combat and immediately do another long rest. Can't do long rest until at least 12 hours in game have passed.     MASSIVE DAMAGE   ZERO HP AND EXHAUSTION (each time going down causes exhaustion) (OR Characters gain a level of exhaustion at end of combat if they failed a death save during that combat.) Brought back might also cause a lingering burn on a death save until a long rest.   LINGERING INJURIES( should this have mechanical effects or appearance only?)     Critical Skill Checks(must think about it. If they can't do something in general should someone be able to do it. )   Expanded Reincarnation Table   Rule Of Cool (I love this idea, but it should be limited. Maybe allow a token of rule of cool up to ones proficiency or highest ability score modifier. Only reset after all the characters have used up their tokens, or after an arc is completed. Making both the XP/lvl up/loot even more enjoyable)   Flanking Bonus Instead Of Advantage   Matt Coville Action-Oriented Monsters( have reactions and bonus actions. Also Villain actions that go beyond the characters as written.)   Skill checks used in combat can help use different methods to add towards the battle. As either an action or bonus action to move a heavy book case over to pin or cause damage.   Initiative is taken at start of game and after a combat ends. (Adaptive initiative as well, where characters at higher initiative can drop below one ally.)   Initiative can also use Wisdom instead of Dexterity for their initiative modifier. (While Dexterity is the quickness to react to a situation, Wisdom would be the understanding of how best to enter into combat from experience or situational awareness.   Initiative turn can be switched out between PC's before combat. This will help set up combat in a set order allowing faster or slower characters to hold back or jump forward. During combat, PCs can't switch, but can hold turn for later, can split movement and action though.   If a character misses a check by three or less offer them the chance to succeed but with a penalty, or have a negative consequence associated with their success.   Characters can turn a hit into a critical by suffering two exhaustion levels. (can't use the max damage + roll. That could make it abusable.)   Certain classes/subclasses get more versatility. I.E. Battlemaster can prepare maneuvers like a spellcaster during a long rest. Spontaneous casters can trade spells during their long rest only after a combat. (best if only one spell, and maybe even better if it is only choosen base off specific choices/random table)   Armor, shields, and weapons take damage or lose endurance. Each attack on or with will reduce endurance depending on attack. During short rest or long rest this can quickly be repaired temporarily unless an appropriate tool proficiency is used. In towns or larger can repair all equipment for a small fee, (5-10% o cost of item)   Reactions have more uses. Can use a reaction to move up to 5 feet. Can use reaction to add to AC, can use reaction to give next action a bonus.   Long Rest healing is effected by environment:
Wretched - Chance of getting a -2 Hit Dice. (Horrible, critical fail to set up for a camp).
Squalid(1 sp) - Chance of getting a -1 Hit Dice. (Bad set up for a camp or something).
Poor(2 sp) +0 Hit Dice (Normal camp)
Modest(1 gp) +1 Hit Dice (Critical success camp/barn or more fortified cover)
Comfortable(2 gp) +2 Hit Dice (Local Tavern with rooms as a side)
Wealthy(4 gp) +3 Hit Dice (Local Inn)
Aristocratic(10+ gp) +4 Hit Dice (personal home, house, mansion, or top of the line Inn)

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