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House Rules

Stats Roll for stats, 4d6, drop the lowest. If you don't have two stats 14 or higher before racial bonuses roll again. You may roll two sets of numbers and choose which set you would prefer to use. If you don't like the numbers rolled you may use the standard array or point buy instead.     HP Roll for HP. If the number rolled is less than the average take the average instead.     Experience We'll be using the milestone system. You'll all level together during a long rest after accomplishing important events.     Rolling a 1 When you roll a 1 on an attack roll, roll a second d20. The result of the second roll will determine whether you simply miss, or if something more disastrous happens.     Momentum Every time during the course of a session that a player or the DM rolls a natural 20 a point gets added to the group momentum pool. The Players and DM have separate momentum pools. When the player fails an ability check, attack roll or saving throw, and there is at least one momentum dice in the pool, the player may choose to spend that momentum die to gain advantage on their roll. Any momentum dice not spent by the end of the session are lost when that day's session ends.     Starting Equipment One common magic item plus starting equipment for class and background.     Traveling through the Wilderness Travel has gotten dangerous in recent years. Whenever you are outside the bounds of a town for more than three hours one person must roll a d12. A roll of 1-4 nothing happens, rolling a 5 or above will have something happen, with a roll of 11 or 12 being an encounter of higher difficulty.     Being Sneaky NPCs have what's known as alertness levels. Alertness levels range from 0-3 with 0 being the lowest score. An alertness level of 0 means the NPC is completely relaxed and does not expect any trouble. An alertness level of 1 means the NPC is on guard, but is not actively looking for threats. An alertness level of 2 means the NPC has suspicions that there might be danger in the area. This NPC might alert others in the area about their suspicions and will be on the lookout for strange sounds or sights. An alertness level of 3 means the NPC is on high alert. They will actively investigate any suspicious sounds and will try and find the source of whatever alerted them to danger. A successful insight check can be used to determine an NPC, or group of NPCs current alertness level. A stealth mission requires stealth checks throughout the course of the mission and failed checks can raise the alertness levels of any nearby NPCs. Players may also lower alertness levels throughout the course of the mission by doing things like disguising their allies sounds with a different more innocuous sound, tricking the guards into thinking they belong there, or hiding in one place silently to name a few examples.     Pets & Combat If your pet is taking an active role in combat then they may be targeted by an enemy, and if they got hurt enough to take them to 0 they would become unconscious and have to make death saving throws. And even if they are taking an active role in combat, I’m not going to target them first, unless they are doing more damage or something than a player. If they’re doing something like distracting the enemy then they may get batted away, but non lethally. If they are not taking an active role in combat then they will never be targeted, not even by area of effect spells.

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