House Rules.   Posted by Guidmaster.Group: 0
Guidmaster
 GM, 2 posts
 The Storyteller
Thu 27 Jun 2019
at 18:42
House Rules
                 I will post changes to rules in the game here.
Guidmaster
 GM, 3 posts
 The Storyteller
Thu 27 Jun 2019
at 18:44
House Rules
Death

The section on Dropping to 0 Hit Points (Pg 197) will not be used.

When a character hits 0 hit points they are unconscious.

When a character hit -1, they are unconscious a bleeding. Taking 1 point of damage each round.

Once a character hits -# equal to their constitution, they are dead.

Any character can bandage a wounded character to stop the bleeding. The character does not have to have Medicine to do this. This is just to stop the bleeding, not to heal them.
Guidmaster
 GM, 4 posts
 The Storyteller
Thu 27 Jun 2019
at 18:44
House Rules
Coins & Items

You don't have to keep track of who has the coins that are found.  It goes into a magical pouch (DM Notes) and can be divided up only when you are in a town.

Items (weapons, armor, magic items, gems and any other stuff) must be kept track, so it has to be resolved who is carrying what.  Who gets that item can be resolved later when in town or held up someplace resting.

If it is not stated that an item/coins has been taken, it gets left behind.
Guidmaster
 GM, 5 posts
 The Storyteller
Thu 27 Jun 2019
at 18:47
House Rules
Spells & Spell Related Stuff

Prepared Spells:

A set prepared spell list is a pain for the DM to have to keep up with. So instead of it being set, it will be floating.  What this means is that you can cast any spell that you know, any number of times so long as you do not exceed your spell points.



Spell Points

Class Spell Point Per Level
Bard 1d8 + Charisma Modifier
Cleric 1d10 + Wisdom Modifier
Druid 1d6 + Wisdom Modifier
Paladin 1d6 + Charisma Modifier
Ranger 1d6 + Wisdom Modifier
Sorcerer 1d8 + Charisma Modifier
Warlock 1d8 + Charisma Modifier
Wizard 1d10 + Intelligence Modifier




Spell Cost

Spell Level Spell Point Cost
0   Level .5 Point
1st Level 1 Point
2nd Level 2 Points
3rd Level 3 Points
4th Level 4 Points
5th Level 5 Points
6th Level 6 Points
7th Level 7 Points
8th Level 8 Points
9th Level 9 Points




Regaining Spell Points: Long Rest

Class Rest for 8 Hours Plus
Bard Meditate
Cleric Prayer
Druid Meditate
Paladin Prayer
Ranger Meditate
Sorcerer Meditate
Warlock Meditate
Wizard Study Spellbook


Short Rest: You do not regain any spell points on a short rest, unless you have Arcane Recovery.

Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can recover up to half your spent spell points.

Example: If you used 2 spell point and take a short rest, you get 1 point back.



Spells: Arcane Casters that use Spellbooks

To acquire new spells:

1) You find them
2) You buy them
3) You trade with another spellcaster



Spell Components:

If you have a Spell Component Pouch you have all the material components needed for spellcasting, except for those components that have a specific cost.

If you have a spellcasting focus you have all the material components needed for spellcasting, except for those components that have a specific cost.

If you don't have a Spell Component Pouch, you will have to keep track of spell components.



Casting a Spell at a Higher Level:

To cast a spell at a higher level, you must be at a level where you can cast the level of spell you are wanting.

Example: At 1st Level, you can not cast a 2nd Level or hight spell. At 3rd Level, you can cast a 2nd Level spell, but not 3rd Level or higher.

Casting a lower level spell at higher levels will cost you spell points equal to that spell level you are wanting to cast the spell at.

For example, you want to cast magic missile (1st level spell) as a 2nd level spell, it would cost you 2 spell points. Casting it at 3rd level will cost 3 spell points and so on.
Guidmaster
 GM, 6 posts
 The Storyteller
Thu 27 Jun 2019
at 18:47
House Rules
Physical Damage and Hit Points

*Will be updated when I come across something dealing with HP*


Some things give hit points back but is not healing and does not heal physical damage.

  Hit Points Healing Notes
Short Rest Yes Some Wounds stop bleeding
Long Rest Yes Varies Minor wounds healed. Major wounds take more time.
Second Wind Yes No This just give the fighter a boost so they can keep going.
Lay on Hands Yes Varies Depending on how much is use, will determine how much is healed
Guidmaster
 GM, 7 posts
 The Storyteller
Thu 27 Jun 2019
at 18:48
House Rules
Perception and Investigation

Perception is used to spot, hear or detect something.  It pertains to the 5 senses.

 - Example: Searching for secret doors or a hidden compartment.

Investigation is used when you have a clue about something you can base your deductions on.

 - Example: A riddled that says something about a key hidden in a painting of flowers.
Guidmaster
 GM, 8 posts
 The Storyteller
Thu 27 Jun 2019
at 18:49
House Rules
Search Rolls for Secret Doors

When you are searching for secret doors, you use perception.  How many rolls you need to make depends on the size of the area.

  5' x   5' to  30' x  30' = 1 roll
 35' x  35' to  60' x  60' = 2 rolls
 65' x  65' to  90' x  90' = 3 rolls
 95' x  95' to 120' x 120' = 4 rolls
125' x 125' to 150' x 150' = 5 rolls
Guidmaster
 GM, 9 posts
 The Storyteller
Thu 27 Jun 2019
at 18:49
House Rules
God Call

A God Call can be used only once in an adventure.  God Call is used for when you have a 'OH-SHIT-I-AM-GOING-TO-DIE' moment.  You can call on the deity you worship to see if they will grant you a reprieve from death.

You must worship a deity to have this access. If you are atheists you do not get this option.

At 1st level, you have a 1% chance that your deity will hear you. As you gain levels, your percentage goes up by 1%. So at 2nd level, you will have 2%, 3rd level 3% and so on.