House Rules in Prime Material | World Anvil
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House Rules

Campus Info

I also plan on making a list of classes that you all can take and put that on the wiki. I would love your input so please send me your ideas and they can make it onto the list. The list of clubs from Strixhaven is also mostly magic focused so feel free to make up some more. King's fight ring would also count as a club.   As for expenses, While staying at the university you all must maintain at least a Squalid lifesyle (1sp/day) but can chose to maintain a higher standard of living in order to make connections with other students. The connections you make here at school will benefit you later in your adventure. (ex. if you make friends with an alchemist they may give you discounts on health potions later in the campaign...)   The pay for campus jobs is standardized for 1st year students. you can earn 5 gp/ week working a campus job. if you choose to go off campus for your work you may be able to earn more but getting caught will earn you a detention loosing you income... (off campus jobs are against school rules)   Working jobs also has other benefits as if you leave a good impression on your bosses they you may be able to get special treatment or get faculty to look the other way for minor rule infractions.  

HOUSE RULES

  • Death saves, Perception, (not insight), will be rolled behind the DM screen.
  • No generic flanking
  • Combat RP - use RP in combat, with other PCs and environment to give yourself advantage or a bonus to the attack.
  • PC Relationship scoring - flesh this out.
  • Drop Initiative - One person per combat, Loose first turn to pick a lower initiative.
  • Weapon Perks - Work in progress
  • Resurrection Ritual - Group skill check
  • Inspiration - Group inspiration - 2 per session, anyone can nominate
  • Spell casting - RAW spell and Cantrip.
  • Rest Timing - up to level 5/6 I.E. graduation from adventure school, a short rest is 24 hours and a long rest is several days...

Daily cost of living conditions

  Squalid 1 sp   Poor 2 sp   Modest 1 gp   Comfortable 2 gp   Wealthy 4 gp   Aristocratic 10 gp minimum

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