House Rules

The standard House Rules I use, although they may be exceptions depending on common sense or logic. These are subject to updates.

Character Generation

Ability points

Roll 4d6 drop low six times and arrange as suits. If the player does not like the result, then use the Standard Array 15, 14, 13, 12, 10, 8.

Race

Campaigns are always human-centered. Although there are exceptions, races are typically limited to humans, 1/2 Elf, Elf, or Dwarf. If the characters have contact with exotic races during the campaign and there is a plausible explanation, they may be playable as an exception. Racial ability modifiers will apply.

Alignment

Alignment rules are guidelines only. Shady, occasionally evil, and morally ambiguous characters are OK, but nothing too evil.

Rolling Hit Points

Two options are available each time a Character gains a Level.

  1. Use half the Hit Dice rounded up.
  2. Roll dice and use that roll value or a minimum of ½ the Hit dice rounded down.

Background

Wherever possible, character background will play an important part in the campaign. These will be developed to create plot hooks and future adventures.

Classes

Most standard D&D classes are available; however, the DM may not allow overpowered options.

Hârn, on the surface, is a low magic setting, so classes and abilities which have a flashy magical nature may be toned down.

Warlock Patrons will be individualized. The Patron will interfere with the character's life, although they will offer opportunities to learn bonus knowledge and powers.

Cleric and Paladin Spells will be tailored to the god worshiped.

Multi-classing is allowed; however, a role-playing justification may be required in some cases.

Re-flavoring classes to match a specific character concept is allowed and encouraged.

Flanking and Tactical Advantage

Depending on the circumstance, the DM may grant a +1, +2, or advantage to an attack roll.

Spells

Teleport not normally available. Use Godstones, Barasi Points (Holy Groves), or magical portals. Teleportation like magic and summoning will often fail on holy ground. 

Access to Raise Dead and like spells limited, as is Regeneration. Revivify is considered a magical version of CPR.

Remove Curse will often require additional actions or events.

Lesser and Greater Restoration (Cure Disease) can work in many cases, but often reinfection of victims is common. Cure Disease has little use when a plague works its way through a city as the Disease process is not understood. Leprosy and some other diseases are considered curses with no known cure.

Comprehend Languages spells do not work if no one living knows the language.

Identify will work on mundane magical properties but may not work with unique magic attributes. May have to use NPCs to help research or investigate the properties of a usual item.

Wizards and Sorcerers are encouraged to re-skin existing spells (where logical). Example - Smoke Cloud instead of Fog Cloud for a character with a fire-based heritage.

Feats

Feats are allowed.

Skills

A skill check which fails on by 1 or 2 may have a partial success or success with a penalty at the DM's discretion.

Getting up from Prone

Provokes a standard attack opportunity, unless part of a disengage action.

Weapon Quality

Guidelines can be found Item Quality.

Critical/Fumble on skill checks

If under stress, special events may happen at DMs discretion on a natural 1 or 20. Also, 1 does not always indicate failure or 20 a success.

Advantage

Allow a re-roll of a dice.

Talents

The Character Options Talents I, II, and III from Dragonix (available from Drive though RPG) are available to the characters. However, if a Talent proves to be overpowered, it will be toned back. A new Talent is gained at Levels 1, 3, 6, 9, 12, 15, and 18. Note the DM uses Monsters Options from the same author to customize monsters, making them slightly more powerful and interesting. Evil laugh from the DM.

Movement

Using the 5 feet square grid diagonal movement costs movement points as follows. The first and every odd diagonal movement cost 1 movement point. The second and every even diagonal movement costs 2 movement points.

Firing into Melee

If the attack roll is a 1 with a missile weapon or ranged attack spell, there is the possibility of hitting an adjacent friendly target.

Mounted Combat

Attacking while mounted grants a +1 attack bonus to medium or smaller creatures.

Short Rests

Maximum 3 per Day.

Potions

Potion miscibility tables are used for mixing Magical Potions.

Herbal potions have an expiry dates with Side Effects.

Boons

Occasionally due to role-playing or background circumstances, a character may receive a Boon or have access to special abilities or spells. Don't forget these.

Astrology

Characters roll for their Astrological Sunsign. Depending on the Sunsign, the Character will receive a small bonus +1 or +2 to a given skill or weapon.

Psionics

Used my convoluted Psionics rules.

Divine Intervention

Rules here. It always pays to be on the good side of the gods; however, the DM often makes calling for Divine Intervention more of a hassle than its worth.

VTT - Roll20 and Foundry VTT

On the Roll20 RTT Desktop, the Players have been granted access to the Players Handbook, Xanathars Guide to Everything, Kobold Press's Deep Magic, and Tasha's Cauldron of Everything. If something is overpowered, it may be modified.

Almost all dice rolls are made by the DM will be in the open. The DM will track Experience and set up Macros. However, it the player's responsibility to track treasure.

Tasha's Cauldron of Everything Alternative Class Features

Fighter

L1 - Fighting style options - yes, except for Unarmed Strike.

L4 - Martial Versatility - Yes, after a period of training.

Maneuver Options - Yes.

Monk

L2 - Dedicated weapon - Maybe depending on background.

L3 - Ki-fueled Attack - Yes.

L4 - Quickened Healing - Yes.

L5 - Focused Aim - Yes.

Paladin

L2 - Fighting Styles - Yes

L4 - Martial Versatility - Yes, after a period of training.

Rogue

L3 - Steady Aim - Yes.

Sorcerer

L1 - Additional Spells - Yes.

L3 - Metamagic Options - Yes.

L4 - Sorcerous Versatility - Yes.

L5 - Magical Guidance - Yes.

Note, I will add additional spells known to some Sorcerers Bloodlines similar to the Aberrant Mind origin.

Warlock

L1 - Additional Spells - Yes.

L4 - Eldritch Versatility - Yes.

Invocation options - Probably.

Wizard

L1 - Additional Spells - Yes.

L3 - Cantrip Formula - Yes, but only after studying in a suitable Arcane Library.


Comments

Please Login in order to comment!
Nov 3, 2020 04:29 by MrGunn

Good rules write up.

  • Ummm, yes please, a 19 sound good. 15, 14, 13, 12, 19, 10, 8. I think you meant 15, 14, 13, 12, 10, 8. BTW I felt 8 is too low, should be a 9.
  • Hit Points, just give the PCs max hit points, BTW, would not choose option 2.
  • To be nitpicky, a capital G in gods is an English language no-no, a capital should only be used when speaking about God, Allah, Yahweh, the Most High, the Lord, I Am, everyone else gets the lower case treatment.
  • A nat 20 does not always meet with success, or a nat one failure.... what? That is half the fun right there.
  • I never under liked feats, I felt they added unecessary complexity and overpowered the game
  • Thanks!   MrGunn [email protected]
    Nov 3, 2020 05:12

    • LOL, not sure where that’s 19 came from. Glad the players didn’t see it.   • On the HP you will be surprised. Probably how badly I explained it but one of the players for a while preferred to use that option.   • I tend to Capitalise Everything.   • Yep sometimes an 8 strength character is never going to be able to lift that gate, but he might, if really lucky, just squeeze through.   • Have already banned several feats I considered overpowered, but I tend to find that they flesh out a character well. But they can be frustrating at times.

    Nov 3, 2020 15:26 by MrGunn

    I like your responses, as to HPs, those silly bugger players should always refer the PHB for class/character details, b/c GMs are always confused/bending the rules. :D

    Thanks!   MrGunn [email protected]