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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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<blockquote data-quote="machineelf" data-source="post: 7160737" data-attributes="member: 6774924"><p>Some of these house rules I've swiped from others I've seen posted here. The resurrection house rule is essentially the same as used on Critical Role with one difference. </p><p></p><p><strong>Slow, Natural Healing:</strong> Characters naturally heal for 1 HP per day per character level after a long rest. So if you are 10th level, you will naturally recover 10 hit points at the end of a long rest. Otherwise, characters do not regain all their hit points at the end of a long rest. Characters can use hit dice at the end of a long rest just as they would at the end of a short rest. A character regains all Hit Dice at the end of a long rest instead of half.</p><p></p><p><strong>Healer’s Kit Dependency:</strong> A character can only spend Hit Dice when they apply healer’s kit bandages. </p><p></p><p><strong>Resurrection:</strong> The first time a character dies and magic is used to resurrect her/him, it works as normal. But the more times a character dies, the more difficult it is to tether the soul to the living world, and the more difficult it is for resurrection magic to work. On all subsequent resurrection attempts that take longer than a one-action casting time, there will be a base DC of 10 that the DM will roll for to see if the resurrection is successful. </p><p></p><p>Up to three other characters can can make a contribution skill check to try to help with the resurrection and lower the DC. Each character makes a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impacting the DM feels the contribution would be. For example, this could be a religion check to pray to their god for help, or it could be an intimidation check to demand the fallen soul be restored to the body. If they succeed, the resurrection DC is reduced by 3. If they fail, the resurrection DC is increased by 1. Each time a character dies but is resurrected, the base resurrection DC increases by 1 the next time they need to be resurrected. Each time a resurrection attempt fails, 24 hours must pass before another attempt is tried, and the base DC goes up by 3. The Wish spell is immune to these rules.</p><p></p><p>For example: Sarai the wizard dies for the first time. A cleric casts revivify spell on her. She is revived from the dead as normal according to the spell. The second time Sarai the wizard dies, a cleric casts a revivify spell on her; now the DM has to roll a d20 and get a 10 or better for the character to be resurrected. Three other characters pray or plead to the dead character’s god to bring Sarai back to life, making religion or persuasion checks. Two characters succeed, and one character fails. That’s two -3’s and one +1, for a total DC reduction by 5. So now the base DC is 5. The DM rolls a d20, and if it is 5 or better, Sarai is revived. Otherwise, Sarai remains dead. If the resurrection attempt fails, the characters may try to resurrect Sarai again after 24 hours, but the base DC increases by 3. </p><p></p><p><strong>Ability Scores:</strong> In most campaigns, we use the points-spending option to create ability scores.</p><p>Hit Points: In most campaigns, players take the average hit points increase for every level after 1st instead of rolling for them.</p><p>Races: Evil races are not allowed for player characters, unless in the rare event we are playing an evil campaign.</p><p></p><p><strong>Alignment:</strong> No evil alignment can be selected unless in the rare event we are playing an evil campaign. And characters in an adventuring group should care about each other to one degree or another, and work to help each other.</p><p></p><p><strong>Knocking Someone Out and NPC Deaths:</strong> Characters must declare that they want to knock out an NPC before a melee attack roll is made. When an NPC is reduced to zero hit points, they are dying and will die in three rounds if they aren’t healed or stabilized. Essentially, they have three death saving throws but will automatically fail each roll.</p><p></p><p><strong>Crafting Magical Items and Potions:</strong> Making magic items and potions takes 1/4 the time as indicated in the PHB and DMG.</p><p></p><p><strong>Exquisite Weapons:</strong> Weapons and armor that are +1 with no other magical benefits are considered non-magical but expertly crafted items that can be made by legendary smiths in Faerun. You can buy them if you go to the right place and find the right person. All weapons and armor that are +2 or greater are considered magic items. </p><p></p><p><strong>Grappling:</strong> When a creature is grappling another creature, the grappling creature can choose to spend the next action they have to try to restrain the grappled creature. It is another strength/athletics contested check.</p></blockquote><p></p>
[QUOTE="machineelf, post: 7160737, member: 6774924"] Some of these house rules I've swiped from others I've seen posted here. The resurrection house rule is essentially the same as used on Critical Role with one difference. [B]Slow, Natural Healing:[/B] Characters naturally heal for 1 HP per day per character level after a long rest. So if you are 10th level, you will naturally recover 10 hit points at the end of a long rest. Otherwise, characters do not regain all their hit points at the end of a long rest. Characters can use hit dice at the end of a long rest just as they would at the end of a short rest. A character regains all Hit Dice at the end of a long rest instead of half. [B]Healer’s Kit Dependency:[/B] A character can only spend Hit Dice when they apply healer’s kit bandages. [B]Resurrection:[/B] The first time a character dies and magic is used to resurrect her/him, it works as normal. But the more times a character dies, the more difficult it is to tether the soul to the living world, and the more difficult it is for resurrection magic to work. On all subsequent resurrection attempts that take longer than a one-action casting time, there will be a base DC of 10 that the DM will roll for to see if the resurrection is successful. Up to three other characters can can make a contribution skill check to try to help with the resurrection and lower the DC. Each character makes a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impacting the DM feels the contribution would be. For example, this could be a religion check to pray to their god for help, or it could be an intimidation check to demand the fallen soul be restored to the body. If they succeed, the resurrection DC is reduced by 3. If they fail, the resurrection DC is increased by 1. Each time a character dies but is resurrected, the base resurrection DC increases by 1 the next time they need to be resurrected. Each time a resurrection attempt fails, 24 hours must pass before another attempt is tried, and the base DC goes up by 3. The Wish spell is immune to these rules. For example: Sarai the wizard dies for the first time. A cleric casts revivify spell on her. She is revived from the dead as normal according to the spell. The second time Sarai the wizard dies, a cleric casts a revivify spell on her; now the DM has to roll a d20 and get a 10 or better for the character to be resurrected. Three other characters pray or plead to the dead character’s god to bring Sarai back to life, making religion or persuasion checks. Two characters succeed, and one character fails. That’s two -3’s and one +1, for a total DC reduction by 5. So now the base DC is 5. The DM rolls a d20, and if it is 5 or better, Sarai is revived. Otherwise, Sarai remains dead. If the resurrection attempt fails, the characters may try to resurrect Sarai again after 24 hours, but the base DC increases by 3. [B]Ability Scores:[/B] In most campaigns, we use the points-spending option to create ability scores. Hit Points: In most campaigns, players take the average hit points increase for every level after 1st instead of rolling for them. Races: Evil races are not allowed for player characters, unless in the rare event we are playing an evil campaign. [B]Alignment:[/B] No evil alignment can be selected unless in the rare event we are playing an evil campaign. And characters in an adventuring group should care about each other to one degree or another, and work to help each other. [B]Knocking Someone Out and NPC Deaths:[/B] Characters must declare that they want to knock out an NPC before a melee attack roll is made. When an NPC is reduced to zero hit points, they are dying and will die in three rounds if they aren’t healed or stabilized. Essentially, they have three death saving throws but will automatically fail each roll. [B]Crafting Magical Items and Potions:[/B] Making magic items and potions takes 1/4 the time as indicated in the PHB and DMG. [B]Exquisite Weapons:[/B] Weapons and armor that are +1 with no other magical benefits are considered non-magical but expertly crafted items that can be made by legendary smiths in Faerun. You can buy them if you go to the right place and find the right person. All weapons and armor that are +2 or greater are considered magic items. [B]Grappling:[/B] When a creature is grappling another creature, the grappling creature can choose to spend the next action they have to try to restrain the grappled creature. It is another strength/athletics contested check. [/QUOTE]
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