Homebrew Rules.   Posted by Da Rules.Group: 0
Da Rules
Thu 15 Feb 2018
at 19:30
Homebrew Rules
-=General Gameplay=-

Starting Level: All characters begin play at Level 2.

Carrying Capacity: All items currently being worn or carried in a Backpack (including the Backpack itself) are considered to be 1/2 their listed weight.

Survival: Food and water will only become vital if your characters end up in extreme environments or trapped somewhere with limited resources.  If your character is within civilization or a reasonably plentiful wilds, they will be considered able to automatically fend for themselves.

Critical Hits: Damage for a Critical Hit is altered to ensure crits will be more potent than the norm.  When you roll a Critical Hit, roll your weapon's damage and add its maximum damage value before applying modifiers.

For example, a Crit with a Shortsword would be a roll of 1d6 + 6, then relevant modifiers are applied.  A Crit for a Longsword wielded in two hands would be a roll of 1d10 + 10, then relevant modifiers are applied.


Trinkets: Every character begins play with at least one Trinket.  This is in addition to any Trinkets granted by their Background.

Personal Wealth: All characters start play with 5 Gold Coins to represent their personal savings based on their Background.  This excludes Backgrounds that already grant money, such as Noble, Entertainer, and Criminal.


Potions: All Potions, regardless of their effects or abilities, share one thing in common - their active ingredient is high-proof alcohol.  As such, it is very easy for a person to become heavily drunk or even poison themselves if they overindulge in potion use.  Characters may only safely ingest as many Potions per Long Rest as their CON mod (ie, if your CON mod is 3, you can drink up to 3 Potions per Long Rest).  Attempting to drink more beyond that point will require increasingly difficult Constitution Saving Throws to avoid negative conditions, up to and including Nausea, Unconsciousness, and Death.

Mana Potions: As there are Health Potions that restore some vitality, so too are there Mana Potions that restore spent Spell Slots.  These potions are made of rare herbs and require great skill to craft, so they are hard to procure and rather expensive.  Even so, it is not uncommon for a career spellcaster to have one or two bottles tucked away in case of an emergency.

Base Mana Potion - Restores 1d4 + 1 Spell Slots Level 2 and below.
Greater Mana Potion - Restores 1d4 + 2 Spell Slots Level 4 and below.
Superior Mana Potion - Restores 1d4 + 3 Spell Slots Level 6 and below.


Alternative Experience Gain: While there is a standard value of EXP assigned to events the parties will encounter that will allow everyone to progress through their levels at a steady rate, it is possible to gain further EXP through alternative practices.  These will be fairly subjective, but the three most prominent ways to achieve Bonus EXP are:

Quality Roleplay - this is a shared game and it's not all just throwing dice.  Build a story with your characters that's worth sharing, and you're bound to get some extra EXP sent your way.

The Wow Factor - a standard house rule for all my games, be it online or tabletop, is you will always get extra EXP if you can genuinely impress the DM with something clever, creative, or if you can make the DM bust out laughing.

SP = EXP - this is the most reliable way to gain extra EXP of the three.  Every 1 Silver Piece your character spends for purely RP-related actions equals 1 EXP, so long as you specify your intent to use this house rule at the time of spending.  Such actions include donating charity to a temple, giving alms to the poor, buying a round of drinks at the tavern, treating yourself or the party to a really nice meal, investing in local businesses or becoming a financial patron.  These expenditures don't have to be 100% fluff either.  For example, you can purchase a new set of armor or a weapon as part of upgrading your gear, but request that your family coat of arms be emblazoned on it, or that it be designed to a certain style outside the norm.  Embellishments and customizations that add to your style will count toward this end.

-=Death and Resurrection=-

The fact of the matter is that few people really want to die, but might be forced to do so.  But the soul is a powerful thing and doesn't relinquish its grip on the mortal realm so easily.  Even after being slain it's possible for magic - especially that of Divine nature - to bring a creature back to life.  This has become a well-known facet of daily life in this setting and, while death is still considered more than a mere inconvenience, such miracles are more commonplace than one might readily expect.

However, there are limitations to restoring life.  A resurrection can only be successful if the creature being revived is willing to come back to the land of the living.  If their soul is unwilling - perhaps happier in its afterlife - then it may refuse the call and cause the resurrection to fail.  Similarly, resurrections cannot restore creatures that have died of old age unless the body is somehow replenished to a more youthful state first.

Resurrections may be attempted any number of times.  If a soul is unwilling to be revived, it can simply refuse the effort and remain in its afterlife.  However, it is still able to change its mind and accept a later resurrection if other attempts are made.

Resurrection at a Temple
If a slain creature is brought to a place of worship, they can be brought back to life for a nominal donation made to the temple.  This donation can be paid via money, trade goods, or even community service of equal value.  One may encounter different reactions or challenges if the slain creature is a follower of an opposing religion, though discounts or favors may be granted if the slain creature is a member of the temple's faith.

Resurrection from Divine Intervention
While a cleric of a given deity may not be high enough level to reliably cast various revival spells, it is still possible for them to seek divine intervention.  A divine-caster may pray to their deity for a miracle to restore a slain creature to life regardless of level or available spell slots, though in doing so may incur a debt to their patron.  This usually takes the form of a task to be completed, where failing to do so may invoke sanctions on the Cleric's power.

Alternatively, a deity may take a more proactive approach in rare scenarios.  It is possible that an especially pious person slain before their time may be restored to life by the grace of their deity alone.  However, such situations are unique to the point of being legendary and have generally only been witnessed in cases of a person with a grand destiny.

Resurrection through Petition
There are times when there are no temples available, when there is no Cleric friend nearby, and one has lived a life deemed unremarkable to a deity's standards.  In these cases, it's possible for the soul itself to cry out into the void for help wherever it may come from.  If a character has failed two death saves, they may attempt to call for aid from any willing entity rather than attempt a third death saving throw.  There is a chance their call will be answered and they will be restored to life, but likely at great cost since forces of evil are far more eager to swoop in and offer favors to a desperate soul in a time of dire need.  In many cases, people brought back to life in this manner become monsters or cause horrible tragedies as a result of their unnatural restoration.

This message was last edited by the GM at 03:27, Wed 07 Mar 2018.