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A Collection of Minor House Rules
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<blockquote data-quote="CapnZapp" data-source="post: 7208004" data-attributes="member: 12731"><p>Here are my houserules, filtered through the "a line or two" rule instated by the OP:</p><p></p><p>The basic currency unit is the silver piece in place of the default gold piece.</p><p></p><p>Background Skills: If your Background gives you a skill you already have (from Class or Race etc), you are primarily restricted to skills on your class skill list as replacements.</p><p></p><p>Racial Skills: Free skills given by races (including, but not limited to, Half-Elf and Human) are primarily restricted to Intelligence and Charisma based skills.</p><p></p><p>Low-Light Vision: Forest animals and other creatures (including the Gnome and High, Half and Wood Elf player races) have Low-Light Vision (per 3E). This trait replaces Darkvision.</p><p></p><p>Archery Fighting Style: You gain +2 to ranged weapon attacks against targets <em>with cover</em>.</p><p></p><p>Running: When you take the Dash action, you may take the Dash action as a bonus action as long as terrain and obstacles permit.</p><p></p><p>Average Hit Dice: Hit Dice averages are rounded down, not up. For instance, a character gaining a level in the Fighter class can either roll 1d10 or take 5 (not 6), plus his or her Constitution modifier.</p><p></p><p>Knocking Out: Declare you will take a −2 penalty before your attack roll to attempt to incapacitate a foe without killing it. If the foe drops to zero hit points, it doesn't die and instead is Stable.</p><p></p><p>Long Rest: At the end of the Long Rest, you regain all your spent Hit Dice. You do not regain any hit points from a Long Rest, though you can spend HD as normal, including the newly regained ones.</p><p></p><p>Negative Hit Points: A creature’s current hit points can be any number from the creature’s hit point maximum down to –10. At zero hp or lower, you fall unconscious and remain so until you have at least 1 hp. <em>(There are more to this rule that doesn't fit this format)</em></p><p></p><p>Potions of Healing</p><p><em>Because the four-sided die is a hideous thing!</em></p><p>A Potion of Healing restores 1d8 + 2 hit points or 6 hit points (imbiber's choice).</p><p>A Potion of Greater Healing restores 2d10 + 4 or 15 hit points.</p><p>A Potion of Superior Healing restores 3d12 + 6 or 25 hit points.</p><p>A Potion of Supreme Healing restores 4d20 + 8 or 50 hit points.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7208004, member: 12731"] Here are my houserules, filtered through the "a line or two" rule instated by the OP: The basic currency unit is the silver piece in place of the default gold piece. Background Skills: If your Background gives you a skill you already have (from Class or Race etc), you are primarily restricted to skills on your class skill list as replacements. Racial Skills: Free skills given by races (including, but not limited to, Half-Elf and Human) are primarily restricted to Intelligence and Charisma based skills. Low-Light Vision: Forest animals and other creatures (including the Gnome and High, Half and Wood Elf player races) have Low-Light Vision (per 3E). This trait replaces Darkvision. Archery Fighting Style: You gain +2 to ranged weapon attacks against targets [I]with cover[/I]. Running: When you take the Dash action, you may take the Dash action as a bonus action as long as terrain and obstacles permit. Average Hit Dice: Hit Dice averages are rounded down, not up. For instance, a character gaining a level in the Fighter class can either roll 1d10 or take 5 (not 6), plus his or her Constitution modifier. Knocking Out: Declare you will take a −2 penalty before your attack roll to attempt to incapacitate a foe without killing it. If the foe drops to zero hit points, it doesn't die and instead is Stable. Long Rest: At the end of the Long Rest, you regain all your spent Hit Dice. You do not regain any hit points from a Long Rest, though you can spend HD as normal, including the newly regained ones. Negative Hit Points: A creature’s current hit points can be any number from the creature’s hit point maximum down to –10. At zero hp or lower, you fall unconscious and remain so until you have at least 1 hp. [I](There are more to this rule that doesn't fit this format)[/I] Potions of Healing [I]Because the four-sided die is a hideous thing![/I] A Potion of Healing restores 1d8 + 2 hit points or 6 hit points (imbiber's choice). A Potion of Greater Healing restores 2d10 + 4 or 15 hit points. A Potion of Superior Healing restores 3d12 + 6 or 25 hit points. A Potion of Supreme Healing restores 4d20 + 8 or 50 hit points. [/QUOTE]
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