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
  • ”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