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What's Your Favorite House Rule?
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<blockquote data-quote="Xaelvaen" data-source="post: 7233199" data-attributes="member: 6681906"><p><strong>Plot Points</strong> Every player begins each session with 3 plot points. A plot point is used to redirect the direction of the story or softly alter a situation. In example, an acrobatic rogue is stuck in an ally with two different factions of enemies closing in on him from each side. Because we use theatre of the mind a lot, he decides that just because I -didn't- mention a stack of crates to one side doesn't mean that there isn't a stack of crate to one side. He gives me his plot point (which goes to a DM pile) and thus, the stack of crates has always been there. He scrambles up them, onto the roof, and takes off running to avoid a nasty situation. In practice, though, it seems my players use them most when they forgot something. Two days into overland travel: "Oh, here's a plot point, I forgot to buy rations." or similar things. I normally don't make them nitpick their inventory, but they're a great group of micro-managers, so they pay attention to the little details... when they remember.</p><p></p><p><strong>Danger</strong> Like others have said, we don't use resurrection magic - death is death. However, we compound this further. I've divided hit points (DnD 5E) into Vigor and Health. Vigor is your stamina - losing this does nothing but make you winded. It represents not an enemy's hammer hitting you and doing nothing, but rather a defense maneuver that leaves you winded and gasping for air. With a Long Rest, it comes back completely. Health, however, represents real physical injuries, and with a long rest, you only get back an amount equal to your Constitution Modifier. Hit Dice work like normal, but a long rest only restores half your maximum hit dice (rounded up). Suffice it to say, it's rather easy to die in our more dungeon-crawl type campaigns, and that's just the way we bloody like it.</p><p></p><p></p><p>I know you asked for favorite, but these are tied for my favorite, so here you go.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7233199, member: 6681906"] [B]Plot Points[/B] Every player begins each session with 3 plot points. A plot point is used to redirect the direction of the story or softly alter a situation. In example, an acrobatic rogue is stuck in an ally with two different factions of enemies closing in on him from each side. Because we use theatre of the mind a lot, he decides that just because I -didn't- mention a stack of crates to one side doesn't mean that there isn't a stack of crate to one side. He gives me his plot point (which goes to a DM pile) and thus, the stack of crates has always been there. He scrambles up them, onto the roof, and takes off running to avoid a nasty situation. In practice, though, it seems my players use them most when they forgot something. Two days into overland travel: "Oh, here's a plot point, I forgot to buy rations." or similar things. I normally don't make them nitpick their inventory, but they're a great group of micro-managers, so they pay attention to the little details... when they remember. [B]Danger[/b] Like others have said, we don't use resurrection magic - death is death. However, we compound this further. I've divided hit points (DnD 5E) into Vigor and Health. Vigor is your stamina - losing this does nothing but make you winded. It represents not an enemy's hammer hitting you and doing nothing, but rather a defense maneuver that leaves you winded and gasping for air. With a Long Rest, it comes back completely. Health, however, represents real physical injuries, and with a long rest, you only get back an amount equal to your Constitution Modifier. Hit Dice work like normal, but a long rest only restores half your maximum hit dice (rounded up). Suffice it to say, it's rather easy to die in our more dungeon-crawl type campaigns, and that's just the way we bloody like it. I know you asked for favorite, but these are tied for my favorite, so here you go. [/QUOTE]
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