House Rules: Difference between revisions
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Created page with "A list of house rules in effect for the games I run, in no particular order. Some are common sense and just listed out for clarity. Make a case for new rules you think up and they can be added. * Drinking a healing potion uses a Bonus Action. A healing potion may also be used as your Action, in which case it will restore the maximum possible HP. * Potions come in bottles and are dropped on use automatically. Players will not pick up bottles unless explicitly called out..." |
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Make a case for new rules you think up and they can be added. | Make a case for new rules you think up and they can be added. | ||
* Drinking a | * Drinking a potion uses a Bonus Action. A potion may also be used as your Action, in which case any dice rolled will be maximized (ie. Healing Potion will recover 10 points). | ||
* Potions come in bottles and are dropped on use automatically. Players will not pick up bottles unless explicitly called out (which is a free action to interact with one mundane object). | * Potions come in bottles and are dropped on use automatically. Players will not pick up bottles unless explicitly called out (which is a free action to interact with one mundane object). | ||
* Players may speak at any time combat, out loud and in general. But any conversation with a specific character will need to alternate between the turns of the involved parties. | |||
* The following rolls are VOID: | |||
*# Rolls not requested by the DM (player rolls perception before prompted to do so) | |||
*# Misrolled combat (player performs an attack roll instead of a damage roll) | |||
*# Rolling out of turn, or rolling with invalid bonuses (Failure to add applicable bonuses DOES NOT VOID the roll. It's up to the player to remember what bonuses apply, and be able to justify if challenged) | |||
* Ammo is tracked. All ammo that is non-explosive and does not disappear is eligible for recovery. Your character must take the time to recover them and must be able to see / reach / find them. | |||
*# Calculate the enemy adjustment number as below: | |||
*#* 90% of spent, rounded down, for an encounter of fleshy bodies. Ex: 12 arrows used = 10 adjusted arrows. | |||
*#* 30% of spent, rounded down, for an encounter of armored/bony opponents. Ex: 12 arrows used = 4 adjusted arrows. | |||
*#* 10% of spent on enemies that were not felled. In general, arrows are not removed from the wounded on the battlefield so would travel with the escapee. Ex 12 arrows used = 1 adjusted arrow. | |||
*# Multiply by the environment, higher numbers represent locations where is it easier to recover arrows that have not been irredeemably damaged. | |||
*#* Natural, lush environments (plain, forest, road, dirt, beach, etc): 90% rounded down. Ex: 10 adjusted arrows = 9 recovered arrows. | |||
*#* Urban, rocky environments (city, caves, street, stores, dungeons): 50% rounded down. Ex: 10 adjusted arrows = 5 recovered arrows. | |||
* Inspiration | |||
*# Inspiration may be used to force a reroll of any one die at any time for any reason. This includes damage dice, hit dice, encounter rolls, any table that was rolled for a material purpose like Wild Magic. | |||
*# Players can use inspiration for rolls made for themselves, other players, NPCs, monsters, anything. | |||
*# A player may volunteer to take adventure notes for any particular session. Upon completion, and sharing with the group, their character earns inspiration if they do not already have one. | |||
== Rejected House Rules == | |||
* Natural 1 does not automatically fail skill checks | |||
* Natural 20 does not automatically succeed at skill checks | |||
* Natural 1 on combat rolls to not self-injure | |||
Latest revision as of 06:01, 2 April 2026
A list of house rules in effect for the games I run, in no particular order. Some are common sense and just listed out for clarity.
Make a case for new rules you think up and they can be added.
- Drinking a potion uses a Bonus Action. A potion may also be used as your Action, in which case any dice rolled will be maximized (ie. Healing Potion will recover 10 points).
- Potions come in bottles and are dropped on use automatically. Players will not pick up bottles unless explicitly called out (which is a free action to interact with one mundane object).
- Players may speak at any time combat, out loud and in general. But any conversation with a specific character will need to alternate between the turns of the involved parties.
- The following rolls are VOID:
- Rolls not requested by the DM (player rolls perception before prompted to do so)
- Misrolled combat (player performs an attack roll instead of a damage roll)
- Rolling out of turn, or rolling with invalid bonuses (Failure to add applicable bonuses DOES NOT VOID the roll. It's up to the player to remember what bonuses apply, and be able to justify if challenged)
- Ammo is tracked. All ammo that is non-explosive and does not disappear is eligible for recovery. Your character must take the time to recover them and must be able to see / reach / find them.
- Calculate the enemy adjustment number as below:
- 90% of spent, rounded down, for an encounter of fleshy bodies. Ex: 12 arrows used = 10 adjusted arrows.
- 30% of spent, rounded down, for an encounter of armored/bony opponents. Ex: 12 arrows used = 4 adjusted arrows.
- 10% of spent on enemies that were not felled. In general, arrows are not removed from the wounded on the battlefield so would travel with the escapee. Ex 12 arrows used = 1 adjusted arrow.
- Multiply by the environment, higher numbers represent locations where is it easier to recover arrows that have not been irredeemably damaged.
- Natural, lush environments (plain, forest, road, dirt, beach, etc): 90% rounded down. Ex: 10 adjusted arrows = 9 recovered arrows.
- Urban, rocky environments (city, caves, street, stores, dungeons): 50% rounded down. Ex: 10 adjusted arrows = 5 recovered arrows.
- Calculate the enemy adjustment number as below:
- Inspiration
- Inspiration may be used to force a reroll of any one die at any time for any reason. This includes damage dice, hit dice, encounter rolls, any table that was rolled for a material purpose like Wild Magic.
- Players can use inspiration for rolls made for themselves, other players, NPCs, monsters, anything.
- A player may volunteer to take adventure notes for any particular session. Upon completion, and sharing with the group, their character earns inspiration if they do not already have one.
Rejected House Rules
- Natural 1 does not automatically fail skill checks
- Natural 20 does not automatically succeed at skill checks
- Natural 1 on combat rolls to not self-injure