Skip to content

Latest commit

 

History

History
31 lines (23 loc) · 2.38 KB

House Rules.md

File metadata and controls

31 lines (23 loc) · 2.38 KB
dg-publish
true

Combat

  • Bonus-action potions. Potions may be self-administered with a bonus action. Using your full action will automatically maximize the efficacy of the potion (i.e. max roll).
  • Flanking. Flanking gives advantage to hit, unless the creature has exceptionally high Perception.
  • Meta-combat round. Each round of combat may have a one-minute player phase where meta strategy can be discussed. During combat, collaborating is encouraged via what can reasonably be articulated by a character, but lengthy discussion is discouraged.

Exploration and Movement

  • Jumping downwards. Characters can safely jump downwards 10 ft without taking fall damage. For every x additional feet, a DC x Athletics check is required to prevent fall damage.
  • Pragmatic encumbrance. Track normal encumbrance and abide by sensible carrying capacity restrictions. We won't hyper focus on it. Just be pragmatic.

Spellcasting

  • Spell scrolls for all. Any class may attempt to use a spell scroll. If the spell is on your class list and of a level you can normally cast, it triggers perfectly, but if it is of a higher level than you can normally cast, you must pass a DC 10+(Spell Level) check using your spellcasting ability modifier, else the spell fizzles. If the spell is not on your class list, you must pass a DC 10+2x(Spell Level) check using the higher of your spellcasting ability modifier, if relevant, or your intelligence. A spell that fizzles will still consume the scroll.

Death and Status Conditions

  • Dying Status. Unconscious status is boring, so hitting 0 HP enters you into the dying condition unless otherwise stated.
    • Immediately fall prone. You cannot end the prone status while dying.
    • Roll death saving throws at the start of your turn like normal.
    • You may use your action, bonus action, or reaction. However, each usage generates 4 levels of revised exhaustion.

General

  • Quick rulings! We'll make quick rulings for most rule disputes. Make a note of the questions for later, so we can get a proper ruling for future cases.
  • Track your loot. Keep tabs on these. Gold and silver currencies will be used (1gp = 10sp). Some valuable loot like may be assigned a currency value and immediately liquidated. Others might need to be actively sold.
  • Rule of Cool. It always wins.

![[junji.png]]

[[Icewind Quest | Return to homepage.]]