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rpg:crueber-start [2024/10/05 20:07] crueberrpg:crueber-start [2024/10/06 16:22] (current) crueber
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 ==== House Rules ==== ==== House Rules ====
  
-  * **Lemon Law**: If lss than 2 sessions in, most things are up for change about your character. After that, if you've used the mechanic more than once, it's considered permanent.  +  * **Lemon Law**: If less than 2 sessions in, most things are up for change about your character. After that, if you've used the mechanic more than once, it's considered permanent.  
-  * **Secret Death Checks**: All death saving throws are made in secret by the GM. +  * **Success at a Cost**: If you are making a roll that the group considers critical, and you fail, you have the option to still succeed, at a cost. Scales for how large the failure is.  
-  * **Resting**: Long rest must be in a **safe** place, or hit points are not returned. Safe is defined as no passive enemies known of within a mile. +    * Lost by 5? Minor cost. Running from bad guys? exhausted for the rest of the day. 
-  * **Improved Crits**: The first damage die set is maxed, and you only roll the second set. Ie, if the damage is 2d6, you get a crit, the first 2d6 is max (12), and then you roll 2d6 and add that normally. +    * Lost by 15? Major costRunning from bad guys? Your sword belt got caught on something, and you can choose to let it get ripped off and succeed, or lose it! 
-  * **Just a note about Potions**: They are NOT a bonus action to drink+  * **The Rule of Cool**: Want to do something outside of the rules? As the GM, if it's cool, negotiate about making it work for you.
-  * **Success at a Cost**: If you roll and fail, you have the option to still succeed, but it costs you something. Scales for how large the failure is. 5? Minor cost. 15? Major. +
-  * **The Rule of Cool**: +
  
 ==== D&D 5e House Rules ==== ==== D&D 5e House Rules ====
  
 +  * **Secret Death Checks**: All death saving throws are made in secret by the GM.
 +  * **Resting**: Long rest must be in a **safe** place, or hit points are not returned. Safe is defined as no passive enemies within a mile. GM will make the determination.
   * **The Disengage**: Disengaging from combat is too hard. Disengage is still an action, and prevents all attacks of opportunity. However, it can be used as a bonus action as well, and grants disadvantage to all attacks of opportunity. Giving more ability for people to retreat!   * **The Disengage**: Disengaging from combat is too hard. Disengage is still an action, and prevents all attacks of opportunity. However, it can be used as a bonus action as well, and grants disadvantage to all attacks of opportunity. Giving more ability for people to retreat!
 +  * **Improved Crits**: The first damage die set is maxed, and you only roll the second set. Ie, if the damage is 2d6, you get a crit, the first 2d6 is max (12), and then you roll 2d6 and add that normally.
 +  * **Level 1 Feat**: You get one.
   * **Ability Score Increase or Feat?**: Should you take an ability score increase or a feat? Why not both? ASI for a stat at 4, 8, 12, 16. Feat anywhere ASI's are normally mentioned.   * **Ability Score Increase or Feat?**: Should you take an ability score increase or a feat? Why not both? ASI for a stat at 4, 8, 12, 16. Feat anywhere ASI's are normally mentioned.
   * **Healing Potions**: If you drink a healing potion in a bonus action, standard roll applies. If you drink it in an action, max is returned, and if you use it over the course of a short rest it is maximized and the first hit die used to heal is also maximized.   * **Healing Potions**: If you drink a healing potion in a bonus action, standard roll applies. If you drink it in an action, max is returned, and if you use it over the course of a short rest it is maximized and the first hit die used to heal is also maximized.
 +  * **Monster Conditions**: Bloodied. Half HP is bloodied. 
 +  * **Minions**: From D&D 4th Ed. Monsters that are added that are way under the characters power level, and their HP has been updated to 1 hp, which means that if they're hit, they die.
  
 ==== Pathfinder 2 House Rules ==== ==== Pathfinder 2 House Rules ====
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   * **Hero Points - Stayin' Alive**: When using a hero point to stay alive, gain 1 HP.   * **Hero Points - Stayin' Alive**: When using a hero point to stay alive, gain 1 HP.
   * **Hero Points - Alter the Narrative**: On a scale, 1+ hero points can be used to alter the narrative.   * **Hero Points - Alter the Narrative**: On a scale, 1+ hero points can be used to alter the narrative.
-  * **Attacks of Opportunity**: Only triggered when leaving reach, not when moving around within reach. Drawn from D&D5e.+  * **Surprise Round**: They exist. Two actions instead of three. 
 +  * **Attacks of Opportunity**: Only triggered when leaving reach, not when moving around within reach. 
  
-== On the table ==+==== On the table ====
  
   * Grabbed Enemies Can Be Shoved in Any Direction   * Grabbed Enemies Can Be Shoved in Any Direction
   * DC for Aid is the Lower of 20 or the Main Check's DC   * DC for Aid is the Lower of 20 or the Main Check's DC
-  * Surprise Round - One action maybe? Two actions? 
   * Group Initiative or Popcorn Initiave   * Group Initiative or Popcorn Initiave
   * Player Facing Combat: Monsters have an attack bonus (Atk +12) and instead of rolling the attack, the player rolls for defense (their AC - 10 is their AC mod and they roll a d20). So instead of a Goblin having a +3 to attack, they have an attack of 15, and if the player has an AC of 16 normally their AC mod is 6, and they roll a d20, add 6, and if that meets or beats a 15, they successfully defend.   * Player Facing Combat: Monsters have an attack bonus (Atk +12) and instead of rolling the attack, the player rolls for defense (their AC - 10 is their AC mod and they roll a d20). So instead of a Goblin having a +3 to attack, they have an attack of 15, and if the player has an AC of 16 normally their AC mod is 6, and they roll a d20, add 6, and if that meets or beats a 15, they successfully defend.
   * The Escalation Die. This is from 13th Age. D6 that adds +1 each turn until maxed, and adds the number to all attacks.   * The Escalation Die. This is from 13th Age. D6 that adds +1 each turn until maxed, and adds the number to all attacks.
   * Flashbacks. From Blades in the Dark. Maybe a Hit Die cost to engage in a flashback. It's not time travel, but it can retroactively allow them to do something. It helps to eliminate the planning phase.   * Flashbacks. From Blades in the Dark. Maybe a Hit Die cost to engage in a flashback. It's not time travel, but it can retroactively allow them to do something. It helps to eliminate the planning phase.
 +
 +==== Discarded ====
 +
 +  * Gritty Realism or Gritty Health. Long rests cost a week, and short rests a day. This is just too difficult for most games.
 +  * Vitality Points. Too much extra math.
 +  * Spell Points. Too much extra math.
rpg/crueber-start.1728176874.txt.gz · Last modified: by crueber