Hmmm - I have to say, that one has my attention.
I'm very curious to see what their "House mechanics" end up looking like.
Hey!
Chris, original creator and publisher from Everything Epic here!
Here's some more about our Kingdom House's and House Rules!
TLDR: The House Mechanics make humans and other races get combined with their house giving them unique special abilities and a ton of unique roleplaying opportunities that come with feuding houses across the 10 Kingdoms of Kambria. This impacts your Class/Subclass, Race, and background choices (if you're using it in our Kambria World) or you can port them into your own game and use what you want of course!
Kambrian House Classes
The classes, and associated subclasses of Kambria available to you are limited by the House you are in. Furthermore, a wizard trained in the desert palaces of Ash’Bridge is very different from one trained in the halls of the Arcadian Dominion. Thus, while many Houses have the same classes/subclasses available, how these classes feel are often very different. Each House Chapter thus has an accompanying description for class and subclass available, and how they fit within the House as a whole. Some existing classes and subclasses also have modifications to existing features, and in a few cases new features as well. These changes are only applicable to a member of that class/subclass from the House where the changes are described.
SAMPLE HOUSE CHAPTER HERE
House Boon
In Dragon Thrones, your House is central to your being. The echoes of the Elder Dragons and the Power of the Dragon Thrones who founded each House resonate through time, granting all members of a House one or more special abilities. These House Boons are described in each House Chapter. (See examples in the house chapter above)
(This book assumes you will have access to the Player’s Handbook (PHB), Xanathar’s Guide to Everything (XGE), and Tasha’s Cauldron of Everything (TCE), as classes and subclasses from all three books are referenced here.)
Essence
In Dragon Thrones, as an Optional Rule: Essence replaces Inspiration. Unlike Inspiration, Essence can be stockpiled. Essence represents the magical power of the world of Kambria, and its concentration in an individual. The maximum number of Essence a character can store is equal to half their level (round up). You can use any amount of Essence that you want; however, all Essence being spent on a single action must be declared at once.
An Essence can be spent to provide any one of the benefits below. Generally, each benefit costs 1 Essence and multiple Essence can be spent on the same roll, unless the rules for the specific benefit say otherwise:
- Gain Advantage: Gain Advantage on any roll. This includes attack rolls, saving throws, and ability checks.
- Upcast a Spell: Cast a spell at a spell slot of 1 level higher. Multiple Essence can be spent to stack this effect; thus, if you spend 4 Essence, you can cast a level 1 spell using a level 1 spell slot, but it has effects as if it were cast using a 5th level spell slot. This only works for spells that can benefit from using a higher level spell. You can upcast spells to a spell slot level higher than what you have access to, but for each spell slot level past what you have access to that you upcast at, you take 1d8 damage.
- Dragon Thrones 5e Power: Activate a special feature. Many House Boons, racial, and class features require Essence to activate, as described in their specific rules.
Of course, the game is still being finalized and playtested - as well as being playtested in our
Blockbuster Larp Weekend Dragon Thrones
If you have any other questions, please feel free to ask!
Thanks so much!
Chris