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rpg:crueber-start

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House Rules

  • 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.
  • 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: Want to do something outside of the rules? As the GM, if it's cool, negotiate about making it work for you.

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 known of within a mile.
  • 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.
  • 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

  • Expanded Stride: Free Draw or Stow as part of a Stride action. Drawn from PF1.
  • Item Identification: Common rarity loot that is equal or lesser level is automatically identified.
  • Monster Identification: Type, and subtype on success. Every 5 over the players can ask one finite question and get an answer.
  • 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.
  • 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
  • Grabbed Enemies Can Be Shoved in Any Direction
  • DC for Aid is the Lower of 20 or the Main Check's DC
  • 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.
  • 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.
rpg/crueber-start.1728249193.txt.gz · Last modified: by crueber