Monday, May 25, 2015

House Rules

House Rules
 
Attendance: We try to do our best to accommodate the schedules of all regular players, but real life very often and understandably gets in the way. If a game is already booked, and 1-2 players have to drop out for that session due to unforeseen circumstances or emergencies, we will still run the game, provided there are at least 3-4 players (over half the normal roster). 

Dinos & Dragons: In this setting, dragons and dinosaurs share a slightly closer relationship than merely giant reptile status. Thus, spells, items and effect which specifically affect dragons will also affect dinosaurs, and if there is anything which specifically effects dinosaurs (not beasts as a whole), it will also function against dragons. In addition, while they retain the same lineage and breath weapons, dragonborn do often resemble their dinosaur kin more than their dragon ancestors. 

Inspiration: Players will cast hidden ballots at the end of each session to determine which TWO of their fellows was most deserving of an Inspiration award for the following game. You can only ever have one Inspiration, so if a PC already has one unspent, they will be removed from contention. The DM will cast a tie-breaking vote if necessary, and then pick a THIRD player to award Inspiration.

Materials: In order to better fit the primeval nature of the setting, steel weapons and paper spellbooks have been banned in favor of cruder materials. Iron and bronze are extremely scarce and restricted to certain cultures which hoard them relentlessly, while wizards have learned to scribe their magics on stone slates and wooden flip-books bound with vine and other agents. The most common weapons and items will be made of wood, bone, or stone, which makes them brittle and breakable (in terms of weapons, on rolls or disadvantage rolls of a natural 1), and slightly less effective (certain suits of armor grant 1 AC rating). Some equipment is simply not available, or uses other materials than the versions found in the Player's Handbook. These are all listed in the Character Generation section. When official 5th edition rules on primitive weapons and equipment are revealed, I will most likely update the system to align with them.
 
Fumbling: If you're not wielding a breakable primitive weapon, a result of natural 1 results in a fumble rather than a break. Make a Dex check (DC 10) to retain hold on the weapon.

5th Edition Variants

Player's Handbook
Customizing Ability Scores (PHB.13): Yes.
Variant Human Traits (PHB.31): Yes, if you want.
Variant Backgrounds (PHB.129-14): Yes, if you want.
Equipment Sizes (PHB.144): No, within reason.
Multiclassing (PHB.163): Yes, absolutely.
Feats (PHB.165): Yes, absolutely.
Skills With Different Abilities (PHB.175): Yes, if it makes sense.
Encumbrance (PHB.176): No, use the simpler system.
Playing on a Grid (PHB.192): Yes, we are playing on a square grid.

Dungeon Master's Guide
Renown (DMG.22): Yes, we are using it.
NPC Loyalty (DMG.93): Yes, I'm using it.
Villainous Class Options (DMG.96-97): Yes, I might use them.
More Difficult Magic Item Identification (DMG.136): Yes.
Mixing Potions (DMG.140): Yes.
Scroll Mishaps (DMG.140): Yes.
Wands That Don't Recharge (DMG.141): No, they do not recharge.
Only Players Award Inspiration (DMG.241): No, I will reward it.
Flanking (DMG.251): Yes, flankers gain advantage.
Diagonals (DMG.252): Yes, we'll continue to adjust for diagonal movement.
Facing (DMG.252): No.
Session-Based Advancement (DMG.261): No, we are returning to XP.
Proficiency Dice (DMG.263): No.
Skill Variants (DMG.263-4): No.
Hero Dice (DMG.264): No.
Honor and Sanity (DMG.265): No, but I might institute Sanity at a later date.
Fear and Horror (DMG.266): No.
Healing Variants (DMG.266-67): No.
Firearms and Explosives (DMG.267-68): Very unlikely.
Alien Technology (DMG.268): Very unlikely. Or is it?
Plot Points (DMG.269): No.
Initiative Variants (DMG.270-1): No.
Action Options (DMG.271-272): Climb Onto a Bigger Creature, Disarm, Overrun, Shove Aside and Tumble are all a 'Yes'. Mark is a 'No'.
Hitting Cover (DMG.272): No.
Cleaving Through Creatures (DMG.272): Yes.
Injuries (DMG.272): No.
Massive Damage (DMG.273): No.
Morale (DMG.273): No.
Spell Points (DMG.288): No.

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