Home Rules.   Posted by Narrator.Group: 0
 GM, 31 posts
 It's your story
 Do what you want
Mon 21 May 2018
at 15:07
Home Rules
Index of Alternate Rules and Home Rules:
Custom Alignment names/criteria

Three Pillar XP (rewarded for combat, social interaction, and exploration of the world)

AC split into Armor and Dodge

Artisan tools become artisan skills

Buy feats with Ability Score points at character creation.

Replace armor and shield proficiencies with more categories of weapons

Categories of weapons have distinct advantages and disadvantages. For example, polearms grant up to +15 ft reach but now have a minimum reach as well.

This message was last edited by the GM at 06:02, Sat 26 May 2018.

 GM, 39 posts
 It's your story
 Do what you want
Wed 23 May 2018
at 22:50
Home Rules

Instead of using the default alignment system we are going to use a modified one. Good vs Evil and Law vs Chaos aren't the main conflicts in this world; there are more shades of gray here. They're asks vague enough terms to get character concepts shot down right off the bat ("no evil alignments allowed," etc.). Instead the major conflicts are Selfishness vs Generosity and Individualism vs Collectivism.

Generosity is a willingness to get yourself suffering so that other proteome don't have to suffer.  Selfishness is the willingness to actively inflict suffering on others so that you can gain something. Neutral means that you routinely do a little bit of both.

Individualist means that ensuring freedom of individuals is worth letting organizations or kingdoms collapse. Collectivists believe that governments, churches, and other organizations are so important that preserving them is work taking away people's freedoms. Neutral means you seek a balance.

This message was last edited by the GM at 18:19, Thu 24 May 2018.

 GM, 40 posts
 It's your story
 Do what you want
Wed 23 May 2018
at 22:50
Home Rules
XP is rewarded for more than just killing things, so you can be a pacifist or what not. We're using the Three Pillar XP rules from Unearthed Arcana. That basically means that:

1) you get ZERO XP for killing things much weaker than you.

2) you get XP for persuading influential NPCs

3) You get XP for discovering valuable items and important locations

These encourage you to play actual characters instead killing machines and murder-hobos.

This message was last edited by the GM at 19:43, Thu 24 May 2018.

 GM, 41 posts
 It's your story
 Do what you want
Wed 23 May 2018
at 22:51
Home Rules
A big change is that you can spent Ability Score points to purchase feats during character creation. So you can have low Ability Scores but 5 or 6 feats if you want.

So here's how it works:

1) your starting Ability scores are determined using a punt-buy system

2) each 1 point increase in score only costs 1 point, so increasing from a 14 to a 15 doesn't cost any more than increasing from an 8 to a 9.

3) You only get 24 points to start with. This only includes the points from character creation; ability score increases are class features so you won't get any additional points unless you have 4 levels in a single class.

4) If a feat grants a +1 increase to an Ability score than it only costs 1 point but you don't get that +1 to the specified Ability Score

5) you can start out with an Ability score at 20 but no higher.

This message was last edited by the GM at 19:55, Thu 24 May 2018.

 GM, 42 posts
 It's your story
 Do what you want
Wed 23 May 2018
at 22:52
Home Rules
Armor Class is now split into 2 different scores: Dodge and Armor.

Dodge works just like AC: increasing Thor Dodge decreases your enemies' chances of hitting you. Dodge = 10 + DEX modifier + bonuses to Dodge from equipment and spells.

Armor is damage reduction, as seen in the Heavy Armor Master feat: you subtract your armor score from the damage you take.

This creates three defense strategies instead of just one:
1) be great at dodging but unable to take a hit.
2) be a meat shield, accepting that you will get hit and take damage but making it tiny amounts of damage.
3) be a mix of both

Magic that makes your flesh harder (like the Bark Skin spell) increases your Armor.  Magic that deflects attacks (like the Shield spell) provide Dodge increases. Magic that does not specify (like Mage Armor) can be used either way.

This message was last edited by the GM at 20:52, Thu 24 May 2018.

 GM, 43 posts
 It's your story
 Do what you want
Wed 23 May 2018
at 22:52
Home Rules
Instead of gaining proficiencies with artisan tools you now have artisan skills which can be used in a variety of ways. For example, instead of using your history skill to recall the emblem an ancient snow
Empire carved into their shields, carpenter's tools proficiency to make a shield, woodcarver's tools proficiency to carve that emblem into the shield, you can use the Woodworking skill for all three of those checks.

Some of these Artisan Skills combine multiple tool proficiencies, other split a single tool into multiple skills, and some rename them to sound more innocent (good luck ordering something called "Thief Tools" or "Poisoned Kit" in a store, but they do have alchemy sets and locksmith tools and tools for setting traps against burglars...it's up to you how you use them).

Bone crafting
Chemistry (combines Alchemist and P
Poisoner's tool proficiencies)
Painting (combines painting and calligraphy)
Glass working
Metalworking (replaces Smith tools)
Brick Masonry
Stone Masonry
Textiles (replaces weaver's tool proficiency)
Wood working (combines carpenter and woodcarver)
Electrics (replaces hacker's tools)
Mechanics (replaces Quicksmithing)
Gemcutting (replaces jeweler's tools proficiency)
Costuming (replaces Disguise kit)
Scribery (replaces Forgery kit proficiency)
Botany (replaces herbalism)
Locksmithing (replaces using thief tools for lock picking)
Trapping (replaces using thief tools for setting or disabling traps)
Sailing (replaces proficiency in water vehicles)

Splitting Land Vehicle Proficiency
Animal Driving (horse-drawn carriage)
Animal Riding (horse-back riding)
Device Driving (cars or trains)
Device Riding (motorcycle, bicycle, skateboard)

A separate skill for each type:
Gaming sets (cards, dice, grid games, colored pebble games)
Musical instruments (there are too many to list...)

This message was last edited by the GM at 06:03, Sat 26 May 2018.

 GM, 44 posts
 It's your story
 Do what you want
Wed 23 May 2018
at 22:53
Home Rules
Instead of picking one of the 52 backgrounds scattered throughout the books you can create your own using one of the 13 features below and the revised Skilled feat.

Every character starts with the Skilled feat for free, which replaces all proficiencies gained from a background. Skilled now includes languages and tools. You gain proficiency in any combination of 3 general skills, artisan skills, languages, weapon skills, or other skills like musical instruments.

Everyone is starting with 750 gold that they can spend to buy equipment, so you gain no gold or items from classes or backgrounds. Common magical items cost 40 gold if they are single use items like potions and permanent items cost 80 gold. Uncommon magical items cost 150 gold if they are single use items and they cost 300 gold if they are permanent items.

Features (13):

1) Gain an Audience (noble, far traveler)

2) Entourage of Servants (knight, caravan master)

3) Room and Board (entertainer, Waterdhavian noble)

4) Scrounge Resources (outlander, insurgent)

5) Powerful Organization Membership (guild artisan)

6) Reputation Precedes You (pirate)

7) False Identity (charlatan, secret identity)

8) Communication Network (criminal, bounty hunter)

9) Special Access (courtier, double agent, cloistered scholar)

10) Respected Authority (soldier, vizier)

11) Situational Perks (sage, caravan master)

12) Huge Favor (sailor, haunted one)

13) Between you and DM (hermit, Inheritor)

This message was last edited by the GM at 15:08, Sat 26 May 2018.

 GM, 45 posts
 It's your story
 Do what you want
Fri 25 May 2018
at 06:53
Home Rules
All characters are proficient with all types of armor and with shields. If you would gain proficiency with a handful of specified weapons then you gain proficiency in one weapon skill. You gain an additional weapon skill for each armor or weapon proficiency you would gain (an additional weapon skill in place of Simple Weapon proficiency, a third weapon skill for martial weapons, a 4th for light armor, 5th for medium armor, 6th for shields, 7th for heavy armor). The only exceptions are Unarmed strikes and improvised weapons; those are still categories. So a wizard would start with 1 weapon skill, a Fiend Warlock would start with two weapon skills, a fighter would start with 6 weapon skills.

Categories of weapons have distinct advantages and disadvantages. For example, polearms grant up to +15 ft reach but now have a minimum reach as well.

Archery: the most well-rounded ranged weapons in terms of speed, range, and damage

Trigger Weapons (crossbows and muskets): the only weapons in the game that you don't add your strength modifier to their damage. Instead these weapons have more damage dice than any other category of weapons. Their main drawback is that they often take 30-60 seconds to reload or only hold 6 or fewer rounds before requiring up to 6 minutes to reload. These include muzzle-loaded revolvers and repeating crossbows like the Chinese chu-ko-nu.

Thrown Weapons: most of the few ranged weapons that can be used in melee. Slings also have great range but poor accuracy.

Unarmed: includes blow darts and gauntlets with blades, spikes, studs, or other enhancements.

Improvised: includes shields, tools not designed for combat, and random items like vases and rocks.

Simple Melee: mostly unchanged fron the PHB

Martial Melee: mostly unchanged from the PHB

Exotic Melee: I don't know what will go in here, bit it's here just in case you've got since really wacky ideas.

Artillery: on case you gets your hands on a cannon. There are canons that fit on your back that I'll let you buy.