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14:08, 26th April 2024 (GMT+0)

House rules.

Posted by DMFor group 0
DM
GM, 33 posts
Tue 12 Jan 2021
at 18:00
  • msg #1

House rules

Rule 1: rule as cool trumps rules as written, if you have a problem refer to rule 0
Rule zero: dm has final say

Nat 20
On attack, roll total damage twice including mod bonus

Nat 1
I prefer for the player to choose what happens to them. Yes, you gotta pick something. I may reward good role play/self-masochism.

Dm inspiration gives you advantage on any d20 roll, this cancels anything that would keep you from having advantage.
This message was last edited by the GM at 19:58, Mon 06 Dec 2021.
DM
GM, 82 posts
Fri 29 Jan 2021
at 18:33
  • msg #2

House rules

All combat will be theater of the mind. This is actually in the player's favor and will be ruled as cool.
I will provide as much detail as I can when combat takes place, but I trust the dice roller will be more frustrating than the lack of map.
DM
GM, 87 posts
Mon 1 Feb 2021
at 16:20
  • msg #3

House rules

There is a 72 hour time limit. If you can hop on and post an excuse ooc I don't really see why you can't just post in character, but at least make an excuse within 3 days or I'll find someone who has more time to play.
DM
GM, 372 posts
Mon 6 Dec 2021
at 19:59
  • msg #4

House rules

No initiative
Recently I began skipping initiative and just doing players then DM and it has really helped speed up combat. Everything gets resolved in order of posts.
DM
GM, 387 posts
Wed 15 Dec 2021
at 18:30
  • msg #5

House rules

Drinking a health potion can be either:

bonus action: roll 2d4 + 2

or full action: fully heal for 10

(and so on for higher potions)

For any other potions it is a full action for the effects to take place.
DM
GM, 539 posts
Thu 12 May 2022
at 18:10
  • msg #6

House rules

Silvered weapons are nonmagical

any + weapon IS magical
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