Dnd House Rules
General
Rolls
- Emphasis Roll - used for situations where it can go very good or very bad
- Roll 2d20 and take the result which is further from 10
Inspiration
- Each player get’s a token face down - when they think someone did something really cool or inspiration-worthy they can give them the token face up. The token can be used for a reroll and has to be then given back
- can only have one token at a time
- is lost at the end of the session
Resting
This needs testing and tweaking for sure
- ”Safe Havens” rule
- short rests - 8 hours of low activity
- long rest - 24 hours in a Safe Haven
- A place is considered a safe haven if:
- environment is not detrimental to PC’s
- PC’s don’t have to stay alert at all times
- A place is considered a safe haven if:
- ”Gritty Realism”
- short rests - 8 hours
- long rests - 7 days
- fixes
- Short rests restore long rest resources - proficiency bonus - short rests taken since last long rest
- no full healing on long rests - just spending hit die
- short rests 2 or 4 hours
- Also instead of spending only hit dice on hit points they can also spend a hit die to gain half a long rest resource back a minimum of 1.
- Example a level 6 paladin could spend a hit die to get 15 points of lay on hands back
- A level 6 barb can get 2 rages back.
- potions of rest
Exhaustion
- Each level of exhaustion adds am additive -1 to all tests for the character
- on reaching exhaustion 10, PC dies
- Long rest reduces exhaustion by 1
Combat
Initiative
- Side initiative - Initiative is rolled for each side of the conflicts and all members of the group can act interchangeably
Bosses
- Bosses use charged attacks - video game style, where a powerful attack will be unleashed in a set number of turns unless players manage to stop the monster
- Bosses act between every player’s turn
Crits
- You can maximise one die before rolling a crit
Damage Conditions
- Any creature below 1/2 HP is ‘heavily wounded’
- Any creature below 1/5 HP is ‘Bloodied’
Elevation
- Shooting from high ground hives +2 to hit
- Shooting from low ground, enemy counts as having half-cover
Potions
- Drinking or administering a potion is a bonus action, taking a full action gives maximum roll
Getting Downed
- gain a level of exhaustion
Death Saves
- Death saves are rolled in secret
Last Stand
- PC’s can take an action right before they die, and said action can overcome their natural limits
Exploring
Traps
- Traps roll attack against front PC’s perception, if they hit, PC doesn’t notice and set’s it off
Equipment
Arrows and other Projectiles
- d100% of normal projectiles are recovered after a fight
- bigger/more sturdy projectiles have bigger chance to be recovered
Magic Items
- Attuning reveals part of magic item’s description
- Identify reveals precise description
Social
Overcoming Plot Difficulties
- ”I know a guy” - the players can declare they know a person who could help them if it makes sense with their backstory, and with the plot
Character Creation
Ability Scores
- One array rolled by everyone, used by everyone