2025 Official House Rules
Skill Challenge
A new type of encounter inspired by 4e rulings. Instead of combat, racing or chase scenes where it would take too long to do by the mechanics. Skill Challenges implements creative challenges by having players roll for their ability skills. It is less about the mechanics of the game and more about the creativity of the player!
Skill Challenge Rules:
- The party must meet the total number of successes to win, by beating the DC of the challenge. (Determined by the DM)
- If the party fail to beat the DC 3 times, the skill challenge will immediately end and is considered a failure.
- You can only use skills you're proficient with.
- Once a skill is used, you cannot reuse it for the rest of the skill challenge.
- No two players can use the same skill in the same round.
- A player can use their turn to Help or Aid another player in the skill challenge by giving Advantage.
- Automatic Successes can occur depending on Spells/magic items/features used in the challeenge.
- Natural 20s are considered 2 Successes.
- Natural 1s are considered 2 Failures.
Winning the Skill Challenge!
The Party is in a Skill Challenge of escaping a Collapsing tower. The DC is 14 and the Party needs 5 Successes to win. They managed to accomplish 5 Successes and 1 Failure. So they succeeded in beating the Skill Challenge and thus managed to escape the tower in time unscathed!Failing the Skill Challenge...
The Party is in a Skill Challenge of Escaping a legion of undead due to being low on resources. The DC is 17 and the party needs 7 Successes to win. The Party managed to accomplish 2 Successes and 3 Failures. In this case they have failed the Skill Challenge and find themselves surrounded by undead. They will need to roll for initiative!Advantage Stacking
Flanking Variant
Movement & Prone
Character Perks
Example: A player uses the Healer's kit constantly to the point where they're proficient with it's tools. They may get a perk of adding their proficiency bonus modifier to their Medicine Checks.
Another example is if a player helps with curing illnesses constantly, they could gain a perk of using the Healer's kit to cure a disease.
(Player's are free to offer suggestions, but perks are determined at DM's discretion)Rest System Revamp
Resting is how you gather your wits and and recuperate from injuries. In addition to Short Rests & Long Rests, we will be adding an Extended Rest rest system for MCDM's Strongholds & Followers as the following:
- Short Rest: A minimum of 1-2 hours is required for a short rest, RAW.
- Long Rest: A minimum of 6-8 hours is required for a long rest. RAW.
- Extended Rest: A minimum of 1 week of downtime in a safe area with a bed to rest in comfort is required for a Full Rest. PCs will be at their absolute best. Stronghold Boons can be provided after finishing an a extended rest at their stronghold.
Firearms
- You do not add your ability modifier to the weapon damage unless otherwise stated.
- Firearm Proficiency will be required to use guns.
Companions Rules
Exhaustion at 0HP
Absolute 20s
1st Nat20: Rolled Damage + Maximum damage
2nd Nat20: Rolled Damaged (x2) + Maximum damage
3rd Nat20: Rolled Damage (x3) + Maximum damage When the DM rolls a critical hit in combat, the PC suffers an injury. The DM rolls a d20 reflecting the type of damage dealt to determine the severity of the injury from the injury tables from this site:
http://farlandworld.com/injuries.html
Play of the Game Inspiration
Inspiration is given by unanimous party vote to who out to a player at the end of the session for good teamwork, proactive roleplay, combat prowess and character development. This inspiration can be given to other players and can be carried over to future sessions.
If the party hasn't done anything noteworthy of heroic, the DM can ultimately decide not to hand out inspiration.
Cover System
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. It is at DM's discretion
- Half Cover: A target has +2 bonus to AC and Dexterity saving throws. The obstacle has to cover at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
- Three-Quarter Cover: A target has +5 bonus to AC and Dexterity saving throws. About three-quarters of the body must be covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. You cannot have three-quarter cover with another creature.
- Total Cover: A target cannot be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
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