House Rules

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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:
    1. Rolls not requested by the DM (player rolls perception before prompted to do so)
    2. Misrolled combat (player performs an attack roll instead of a damage roll)
    3. 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 non-explosive ammo can be conditionally recovered:
    1. Fleshy bodies: rate of 0.95 to 1 (roll d20, on ONE, the arrow is too damaged to reuse)
    2. Non-fleshy / armored (or AC >= 19): rate of 0.05 to 1 (roll d20, on ONE, the arrow is somehow ok, and found on the floor)
    3. Dodges/Misses, Natural Environment: roll d20, on rolls of character's DEX or lower, successful retrieval.
    4. Dodges/Misses, Urban Environment: roll d20, on rolls of HALF character's DEX (round down) or lower, successful retrieval.
  • Inspiration
    1. 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.
    2. Players can use inspiration for rolls made for themselves, other players, NPCs, monsters, anything.
    3. 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