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House Rules

Below is a list of house rules:
  1. We are all here to have fun, but you will be asked to step away from the session if you are noticeably intoxicated.
  2. In combat the only mechanical status effect for how much damage a creature has taken is that the creature will "become bloodied" when it has reached half health. All other descriptions of a creatures status are unreliable. If a creature is "not looking so good" it does not mean it will die in one attack.
  3. If your held action does not trigger during combat at the top of the round you move to initiative count 20. This does not count if your action triggers and you choose to not preform or can't preform the action.
  4. When multiclassing, the warlocks pact magic feature follows the Sage Advice ruling that pact magic spell slots can only be used to cast spells (https://twitter.com/jeremyecrawford/status/1029177242985742337?lang=en) and not for other non-warlock features. 
  5. When using a set of tools for it's intended use, eg. unlocking a standard lock with theives' tools, or making beer with brewer's tools, the player with use their intellegence attribute for the roll. If the action being attempted can be explained as using a different attirbute, or the use is different than the intended use, eg. using a brewer's tools to tests a liquid for poison, may use a different attribute. 
  6. Rolling a natural 20 on a noncombat check does not inherintly result in success.
  7. Inspiration can also be used for the following reasons: Granting an enemy disadvantage on an attack roll, saving throw, or ability check, Rerolling a failed attack roll, saving throw, or ability check, Critically suceed your next death saving throw. 
  8. The Help action can only be taken if a player is proficent in the skill they are assisting with, or can make a case that one of their other proficencies could assist. (eg. the rogue would like to make a backflip up to the second story of a building. Nobody else is proficent in acrobatics to help, but the barbarian is proficent in athletics and their player asks if they could give rogue a leg up with their strength. In this scenerio them may take the help action). This rule is also augmented by the note on Skill Stacking below in Things to Expect.
Optional House Rules These house rules may be opted to be used during session zero. Keep in mind monsters will follow the same rules that players have opted to use.
  1. Rolling a natural 1 on a d20 roll in combat results in fumbling which uses the fumble chart (https://saveversus.wordpress.com/2014/09/15/fumble-charts-dd-5th-edition/).
  2. The flanking rules found in the DMG p.251, except flanking a creature larger than you requires additional preassure. Large creatures require three allies on opposing sides of the target, Huge four, etc.
Things to expect
  1. Skill Challenges: These are narrative skill based encoutners. It might be escaping a crumbling keep, chasing someone through the forest, or fighting in an arena. The unifying of all of these events is the tension. Skill challenges are always a high tension moment that focuses on your chracters using their skills rather to navigate the encounter rather than simply walking or swinging a sword. Each skill challenge will have a number of events that happen throughout the encounter if the party collectively suceeds in more than they fail the group suceeds in the challenge. While in a skill challenge players may use any skill in which they have proficiency or expertise, but once they have made a check with that skill that player cannot do so again in the current skill challenge. This allows other players to use the same skill later in the challenge. The general progression of a skill challenge is that the DM will describe the moment the group finds themself in, and the players will decide who will do what, and with what skill. If you can make a case for why the skill can be used you can use the skill. Additionally, any spellcaster may use Arcana to cast a spell during a skill challenge, or as always make a cases as to why a different skill should be allowed (eg. bards using preformance to cast a spell). A few things to note players can take the Help action but must still be proficent in the skill, and this will count as the players use of the skill for the challenge meaning they cannot use that skill later during the challenge. Players using abilities or casting spells that grant a mechincal advantage require a skill check to preform (eg. Guidance would take the use of arcana to cast). If the ability or spell would not progress the objective forward it will not count towards the skill challenges sucesses or failures, but the player using the ability or spell is now excluded from making the check during this time, and cannot take the help action (eg. Rocks threaten to fall on Shadowheart crushing them. Volo pulls out their flute and inpires Karlach by playing a little ditty. Volo now does not have the time now to interveen in saving Shadowheart or help Karlach by alerting them with their perception, and taking the help action).
  2. Skill Stacking: Sometimes players have very similar skills, like perception, an scenerio's arise where it is applicable for multiple people to potentially be involved in an ability check. When this would happen the players may decide to either assist one player make the check or all make the check, but never both. If the players decide to have one person roll that character gains advantage. (eg. All player are on a boat at sea and the crows nest alerts the ship to something in the water. Wyll, Astarion, and Shadowheart all have high preception skills and would like to look into the water. The players now decide if they would like to each role or if Astarion would like to roll for the group. After some deliberation the group decides that Astarion's +9 to perception is too good to pass up on, and so Astarion rolls with advantage for the roll.) This will only come into play when more than three players want to preform the same action, and overwrites the help action proficency rulling in this scenerio.

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