CleverNickName
Limit Break Dancing (He/They)
Now that all of my players have been fully-vaccinated (my wife got their second shot last week), I'm kicking off a new D&D campaign next month. I thought I'd share my house rules with ya'll.
What do you guys think? Any unforeseen problems I might run into? Are there any parts you'd like to steal and use in your game?
Inquisitive moogles want to know!
Allowed Resources
When rolling up your character, you can use any of the resources from the following list of books. No other resources are permitted out of hand (but if you have something cool you'd like to play, I'll try to work with you).
In addition to the starting gold/gear that your character already gets by virture of their class and background, your character also starts the game with a magic item of your choice from Table B of the Dungeon Master's Guide. This item should be something of deep, personal meaning to your character (family heirloom, memento of a departed loved one, etc.), and your character should understand that they own something priceless and irreplaceable.
Ability Scores
Players will generate their stats using the 4d6 method. Once you have six stats, add up all of the modifiers.
Ancestry (formerly, Race)
You may use any of the races listed in the approved sourcebooks, including all optional variants and customization options, but with one important caveat: No character can have more than one feat at 1st level. So if you are getting a bonus feat by virtue of your ability scores (above), you do not get a second one by virtue of your Ancestry. Take this into consideration when choosing or developing your character's Ancestry.
When rolling up your character, you can use any of the resources from the following list of books. No other resources are permitted out of hand (but if you have something cool you'd like to play, I'll try to work with you).
- The Player's Handbook
- Xanathar's Guide to Everything
- Volo's Guide to Monsters
- Tasha's Cauldron of Everything
In addition to the starting gold/gear that your character already gets by virture of their class and background, your character also starts the game with a magic item of your choice from Table B of the Dungeon Master's Guide. This item should be something of deep, personal meaning to your character (family heirloom, memento of a departed loved one, etc.), and your character should understand that they own something priceless and irreplaceable.
Ability Scores
Players will generate their stats using the 4d6 method. Once you have six stats, add up all of the modifiers.
- If the sum of the modifiers is +4 or lower, you have a choice to make: you can reroll them, or you can keep them and start the game with a feat of your choice.
- If the sum of the modifiers is +8 or higher, you also have a choice to make: you can reroll them, or you can keep them and forfeit your starting magic item.
- In all other cases, you must keep the first set of numbers you generate. No exceptions.
Ancestry (formerly, Race)
You may use any of the races listed in the approved sourcebooks, including all optional variants and customization options, but with one important caveat: No character can have more than one feat at 1st level. So if you are getting a bonus feat by virtue of your ability scores (above), you do not get a second one by virtue of your Ancestry. Take this into consideration when choosing or developing your character's Ancestry.
Feats are allowed.
You may use any feat you wish, from any of the approved sourcebooks. If there is a different feat that you would like to use that is not in any of these sourcebooks, send it to me and I'll take a look.
Multiclassing is Allowed but Restricted.
Your character may multiclass only once. (No character may have more than two classes.)
You may use any feat you wish, from any of the approved sourcebooks. If there is a different feat that you would like to use that is not in any of these sourcebooks, send it to me and I'll take a look.
Multiclassing is Allowed but Restricted.
Your character may multiclass only once. (No character may have more than two classes.)
Hit Points
Each time you gain a level, you will always roll for hit points. If you ever roll a nat-1 on this, you can reroll it once (but you have to keep the result of the reroll, even if it’s another 1.)
Healing Potions
Healing potions (of any size) always heal the maximum amount possible. They cost 50% more, however.
Harvesting Stuff from Monsters
Some monsters have valuable tusks, pelts, claws, scales, meat, or other “treasure” that can be collected with the right skill. A Nature check is used to determine if any part of a creature has value, and a Survival check determines if those components were successfully harvested. You may also need certain tools, like a skinning knife. This must be done over a short or long rest.
The DC for both checks is (10 + the monster’s CR), rounded up.
The value of the pelt or whatever is (your Survival check result) x (the monster’s CR), rounded up.
Each time you gain a level, you will always roll for hit points. If you ever roll a nat-1 on this, you can reroll it once (but you have to keep the result of the reroll, even if it’s another 1.)
Healing Potions
Healing potions (of any size) always heal the maximum amount possible. They cost 50% more, however.
Harvesting Stuff from Monsters
Some monsters have valuable tusks, pelts, claws, scales, meat, or other “treasure” that can be collected with the right skill. A Nature check is used to determine if any part of a creature has value, and a Survival check determines if those components were successfully harvested. You may also need certain tools, like a skinning knife. This must be done over a short or long rest.
The DC for both checks is (10 + the monster’s CR), rounded up.
The value of the pelt or whatever is (your Survival check result) x (the monster’s CR), rounded up.
Magic Items
Potions, scrolls, and the like are fairly common, but other more permanent magic items in this world are exceedingly rare. If your character is fortunate enough to own a real, permanent magic item, even something as humble as a Bag of Holding, understand that he carries a priceless artifact dating back to the Age of Faerie--the technology and knowledge to create such a thing has been forgotten for thousands of years, and it is likely the only one of its kind. "That is no trinket you carry."
Initially, no magic items of any kind will be available for sale or purchase in the game. But as you complete quests and make connections with various NPCs, your characters will get access to single-use items, like potions and scrolls. Don't waste your downtime trying to buy a flaming sword, though. There are no "Magick Shoppes," and everyone claiming to have a "magic sword for sale" is lying. (You've been warned!)
Mythic Materials
Items with a simple numerical enchantment, like a +1 longsword or a +2 shield, aren't "magical" in the traditional sense. They get their enhancement bonus from the materials they are made from. Since they are not considered "magic items," they do not detect as magical and they can be destroyed by certain spells and effects, but they are not deactivated by an anti-magic field. They can be purchased in certain places, but they are considered luxury items or works of art (and are priced accordingly).
A +1 item is an item made frommithril titanite, darkwood, or chitin. A +2 item is an item that was made from adamantine, ironwood, or moonstone. And so forth. Keep your eyes peeled for rare materials while you are exploring the deeper caves and forests of the world, and make friends with NPCs who have the skill to work with them.
Encounters
Encounters in this world are not “balanced” to match your characters’ levels or abilities! There are parts of this world that will always be very boring for you, and parts that you must avoid until you’re stronger. Don’t assume that any encounter is going to be easy (or even beatable).
Intelligent monsters rarely fight to the death, they will usually flee or surrender when things turn against them. They will behave much like you and me, in fact: they will set ambushes and traps, they will focus-fire on spellcasters and double-tap downed party members, etc. Be careful out there, this ain't Skyrim.
Not every encounter needs to become a combat scene. You get just as much XP for de-escalating and befriending a creature as you would for slaying it, and you will use fewer resources.
Random Encounters
I will check for random encounters by asking a character to make a Survival check. The DC for this check will vary from place to place, but the general rule of thumb is 10 for relatively safe areas, 15 for dangerous ones, and 20 for infested lairs.
If the check fails, a random encounter will occur, either immediately or within a few hours. And if the check fails by 5 or more, something dramatic happens: maybe the creatures you encountered will catch you by surprise, or you have two encounters back-to-back. But relax! Not all random encounters are creatures, and not all creatures are hostile...you’re just as likely to encounter a washed-out bridge or a friendly merchant as you are a gang of bloodthirsty bandits.
I will check for random encounters once during a short rest, twice during a long rest, and every now and then when the story needs a little spice.
Potions, scrolls, and the like are fairly common, but other more permanent magic items in this world are exceedingly rare. If your character is fortunate enough to own a real, permanent magic item, even something as humble as a Bag of Holding, understand that he carries a priceless artifact dating back to the Age of Faerie--the technology and knowledge to create such a thing has been forgotten for thousands of years, and it is likely the only one of its kind. "That is no trinket you carry."
Initially, no magic items of any kind will be available for sale or purchase in the game. But as you complete quests and make connections with various NPCs, your characters will get access to single-use items, like potions and scrolls. Don't waste your downtime trying to buy a flaming sword, though. There are no "Magick Shoppes," and everyone claiming to have a "magic sword for sale" is lying. (You've been warned!)
Mythic Materials
Items with a simple numerical enchantment, like a +1 longsword or a +2 shield, aren't "magical" in the traditional sense. They get their enhancement bonus from the materials they are made from. Since they are not considered "magic items," they do not detect as magical and they can be destroyed by certain spells and effects, but they are not deactivated by an anti-magic field. They can be purchased in certain places, but they are considered luxury items or works of art (and are priced accordingly).
A +1 item is an item made from
Encounters
Encounters in this world are not “balanced” to match your characters’ levels or abilities! There are parts of this world that will always be very boring for you, and parts that you must avoid until you’re stronger. Don’t assume that any encounter is going to be easy (or even beatable).
Intelligent monsters rarely fight to the death, they will usually flee or surrender when things turn against them. They will behave much like you and me, in fact: they will set ambushes and traps, they will focus-fire on spellcasters and double-tap downed party members, etc. Be careful out there, this ain't Skyrim.
Not every encounter needs to become a combat scene. You get just as much XP for de-escalating and befriending a creature as you would for slaying it, and you will use fewer resources.
Random Encounters
I will check for random encounters by asking a character to make a Survival check. The DC for this check will vary from place to place, but the general rule of thumb is 10 for relatively safe areas, 15 for dangerous ones, and 20 for infested lairs.
If the check fails, a random encounter will occur, either immediately or within a few hours. And if the check fails by 5 or more, something dramatic happens: maybe the creatures you encountered will catch you by surprise, or you have two encounters back-to-back. But relax! Not all random encounters are creatures, and not all creatures are hostile...you’re just as likely to encounter a washed-out bridge or a friendly merchant as you are a gang of bloodthirsty bandits.
I will check for random encounters once during a short rest, twice during a long rest, and every now and then when the story needs a little spice.
Rolling Completes the Action
Once you roll the dice, it's too late for the Help action, the Guidance cantrip, Inspiration, or anything else along those lines unless the spell, action, or ability explicitly says otherwise. No retcons, no arguments, no exceptions, not even for the Dungeon Master. Once we roll, we're done.
Repeated Actions get Repeated Results
I assume that everyone is always trying their best to Do The Thing. So doing the same thing that someone else just did, in the same way they just did it, will always give you the same result they just got...no reroll.
So before you drop those dice, describe what your character is doing and how you’re doing it differently this time. I’ll then decide if another check is merited, or if the first check should get Advantage, or if it wouldn’t make a difference. I'm not going to be a hardass about this, I'm just trying to be orderly and keep the story moving forward.
Once you roll the dice, it's too late for the Help action, the Guidance cantrip, Inspiration, or anything else along those lines unless the spell, action, or ability explicitly says otherwise. No retcons, no arguments, no exceptions, not even for the Dungeon Master. Once we roll, we're done.
Repeated Actions get Repeated Results
I assume that everyone is always trying their best to Do The Thing. So doing the same thing that someone else just did, in the same way they just did it, will always give you the same result they just got...no reroll.
So before you drop those dice, describe what your character is doing and how you’re doing it differently this time. I’ll then decide if another check is merited, or if the first check should get Advantage, or if it wouldn’t make a difference. I'm not going to be a hardass about this, I'm just trying to be orderly and keep the story moving forward.
What do you guys think? Any unforeseen problems I might run into? Are there any parts you'd like to steal and use in your game?
Inquisitive moogles want to know!
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