House Rules
This document is likely out of date.
Combat
- Bonus-action potions. Potions may be self-administered with a bonus action. Using your full action will automatically maximize the efficacy of the potion (i.e. max roll).
- Flanking. Flanking gives advantage to hit, unless the creature has exceptionally high Perception.
- Meta-combat. It's encouraged to use your turn to shout ideas to other characters. Otherwise, keep meta strategy to a minimum, both for time savings and immersion's sake.
Exploration and Movement
- Jumping downwards. Characters can safely jump downwards 10 ft without taking fall damage. For every X additional feet, a
DC X Athletics or Acrobatics
check is required to prevent fall damage. - Pragmatic encumbrance. Abide by sensible carrying capacity considerations. No need to track. Just be pragmatic.
Spellcasting
- Spell scrolls for the masses. Any class may attempt to use a spell scroll. If the spell is not on your class list, you must pass a
DC 10+2x(Spell Level)
check using the higher of your spellcasting ability modifier, if relevant, or your intelligence. A spell that fizzles will consume the scroll. If the spell is on your class list and of a level you can normally cast, it triggers perfectly. If it is of a higher level than you can normally cast, you must pass aDC 10+(Spell Level)
check using your spellcasting ability modifier, else the spell fizzles.
Death and Status Conditions
- Dying Status. Hitting 0 HP enters you into the dying condition unless otherwise stated.
- Roll death saving throws at the start of your turn like normal.
- You are incapacitated. You can still move, speak, be aware of surroundings, and make free object interactions.
- Drop what your holding and fall prone. You cannot end the prone status while dying.
- Strength and Dexterity saving throws can be made at the cost of 2 revised exhaustion.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet.
- Final Action. If you fail three death saving throws, then you die. You may take a final action.
General
- Quick rulings! We'll make quick rulings for most rule disputes. Make a note of the questions for later, so we can get a proper ruling for future cases.
- Track your loot. Keep tabs on these. Gold and silver currencies will be used (1gp = 10sp). Some valuable loot like may be assigned a currency value and immediately liquidated. Others might need to be actively sold.
- Rule of Cool. It always wins.