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.
- Use half the Hit Dice rounded up.
- 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.
Good rules write up.
• 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.
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