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<blockquote data-quote="77IM" data-source="post: 6992346" data-attributes="member: 12377"><p>Here is my current list, winnowed down from a vast document of potential house-rules that wound up being useless in play. (Most of those potential house-rules got neatly subsumed into my "breaking the rules" rule.)</p><p></p><p><strong>INSPIRATION</strong></p><p>You can get Inspiration multiple times. Each is represented by an Inspiration die (a tiny little d6). After making an attack roll, ability check, or saving throw, you can spend an Inspiration die to roll the tiny d6 and add it to the results as a bonus. They stack if you want to use more than one; feel free to blow your wad on a single check. This replaces the normal rules for Inspiration.</p><p></p><p><strong>BREAKING THE RULES</strong></p><p>If your character wants to do something that is "forbidden" by the rules, I might let you try it, with an ability check. On a success, you can do it, but on a failure, there’s some kind of consequence.</p><p></p><p>Examples of "forbidden" things: taking an extra action; moving further than your speed; concentrating on two spells at once; using a class ability that’s already used up for the day; casting a spell with different parameters than usual; using a magic item you ordinarily can’t use; speaking a language you don't know; etc.</p><p></p><p><strong>CRITICAL RESULTS</strong></p><p>If you roll a natural 20 on an ability check, you get an extra benefit of the DM’s choosing. As a guideline, the character completes the task perfectly and gets the maximum desired result in the minimum time and cost. If your proficiency bonus applies to the check, then you get this extra benefit if you roll a natural 19-20.</p><p></p><p><strong>KNOCKING A CREATURE OUT</strong></p><p>If you are using a slashing or piercing weapon, you must declare your intent to knock out <em>before</em> you attack, and if you roll a natural 20, the damage is lethal.</p><p></p><p><strong>EQUIPMENT QUALITY</strong> </p><p>Poor-quality items are patched together, falling apart, corroded, or just shoddily made. They also look crummy and may smell bad, which could impact how others react to you. Gear looted from monsters is usually poor-quality, and most merchants won’t buy such items except as scrap. Poor-quality items have vulnerability to all damage. </p><p></p><p>Fine-quality items are sturdy and well-made. They also look stylish and elegant, as befitting a person of wealth or high station. Magic items are almost always fine-quality. Fine-quality items may be bought and sold for twice as much as a normal-quality item, but are usually only available in cities and large towns. Fine-quality items have resistance to all damage.</p></blockquote><p></p>
[QUOTE="77IM, post: 6992346, member: 12377"] Here is my current list, winnowed down from a vast document of potential house-rules that wound up being useless in play. (Most of those potential house-rules got neatly subsumed into my "breaking the rules" rule.) [B]INSPIRATION[/B] You can get Inspiration multiple times. Each is represented by an Inspiration die (a tiny little d6). After making an attack roll, ability check, or saving throw, you can spend an Inspiration die to roll the tiny d6 and add it to the results as a bonus. They stack if you want to use more than one; feel free to blow your wad on a single check. This replaces the normal rules for Inspiration. [B]BREAKING THE RULES[/B] If your character wants to do something that is "forbidden" by the rules, I might let you try it, with an ability check. On a success, you can do it, but on a failure, there’s some kind of consequence. Examples of "forbidden" things: taking an extra action; moving further than your speed; concentrating on two spells at once; using a class ability that’s already used up for the day; casting a spell with different parameters than usual; using a magic item you ordinarily can’t use; speaking a language you don't know; etc. [B]CRITICAL RESULTS[/B] If you roll a natural 20 on an ability check, you get an extra benefit of the DM’s choosing. As a guideline, the character completes the task perfectly and gets the maximum desired result in the minimum time and cost. If your proficiency bonus applies to the check, then you get this extra benefit if you roll a natural 19-20. [B]KNOCKING A CREATURE OUT[/B] If you are using a slashing or piercing weapon, you must declare your intent to knock out [I]before[/I] you attack, and if you roll a natural 20, the damage is lethal. [B]EQUIPMENT QUALITY[/B] Poor-quality items are patched together, falling apart, corroded, or just shoddily made. They also look crummy and may smell bad, which could impact how others react to you. Gear looted from monsters is usually poor-quality, and most merchants won’t buy such items except as scrap. Poor-quality items have vulnerability to all damage. Fine-quality items are sturdy and well-made. They also look stylish and elegant, as befitting a person of wealth or high station. Magic items are almost always fine-quality. Fine-quality items may be bought and sold for twice as much as a normal-quality item, but are usually only available in cities and large towns. Fine-quality items have resistance to all damage. [/QUOTE]
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