House Rules (please read)

Dec 17, 2019 5:43 pm
Table of Contents

1) Note on Changes
2) Survival Elements
.... A) Watches
.... B) Traveling
.... C) Armor and Resting
.... D) Food and Drink
.... E) Foraging
.... F) Exhaustion and a Grittier Resting Realism
3) Game Elements
.... A) Combat Maneuvers
.... B) Unconsciousness and Death
.... C) Experience
.... D) Inspiration & Characteristics
.... E) Fear Checks
.... F) Critical Hits
.... G) Knowledge Expanded
.... H) Equipment Adjustments
4) Types of Magic
.... A) Schools of Magic
.... B) Spell Casting
.... C) Spell Duration
.... D) Crafting Magic Items
5) Cantrip Adjustments
6) 1st Level Spell Adjustments
7) 2nd Level Spell Adjustments
8) 3rd Level Spell Adjustments
9) 4th Level Spell Adjustments
10) 5th Level Spell Adjustments
11) 6th Level Spell Adjustments
12) 7th Level Spell Adjustments
13) 8th Level Spell Adjustments
14) 9th Level Spell Adjustments
15) Adjusted Armor List
16) Adjusted Weapon List
17) Clockwork Devices and Technodevices
18) Creature Adjustments
Dec 17, 2019 6:56 pm
Note : Some of these changes pretain to non-trivializing character survival and life's difficulties and I ask that you work with me on this just in case you discover a seeming loophole that I might have missed.

Again Survival and Life's difficulties as a challenge will be one of the core elements of this game, so breaking this concept is not going to be fun for anyone and as such will have in game consequences. So if you think you found or know of a loophole that I might have missed please bring it to my attention.

As such any Feature that states that the character cannot get lost, always knows there way, and such are toned down to simply giving the character Advantage on the appropriate action. Further assume every spell or magical effect that produces food and/or drink has been changed if I have not listed one please bring it to my attention so that I can address it.
Dec 17, 2019 6:57 pm
Survival Elements
[ +- ] Watches
[ +- ] Traveling
[ +- ] Armor and Resting
[ +- ] Food and Drink
[ +- ] Foraging
[ +- ] Exhaustion and a Grittier Resting Realism
Dec 19, 2019 4:54 am
Game Elements

Combat Maneuvers
[ +- ] Charge Action and Overruns
Unconsciousness and Death
[ +- ] Revised/Extended
Experience
[ +- ] How It Will Work
Inspiration & Characteristics
[ +- ] They Actually Mean Something
Fear Checks
[ +- ] Skill : Intimidation in Combat
[ +- ] Status : Frightened
[ +- ] When to make a Fear Check
[ +- ] Making a Fear Check
[ +- ] Effects of Failing a Fear Check
Critical Hits
[ +- ] How They Now Work
Knowledge Expanded
[ +- ] Arcana
[ +- ] History
[ +- ] Nature
[ +- ] Religion
[ +- ] Knowledge Checks
Equipment Adjustments
[ +- ] Variant Carrying Capacity
[ +- ] Healer’s Kit
[ +- ] Saddles & Packs
[ +- ] Carts & Wagons
[ +- ] Mounts Adjusted
[ +- ] Oxen
Dec 22, 2019 1:04 am
Types of Magic
[ +- ] Divine or Arcane
Schools of Magic

Every spell belongs to one of eight schools of magic and maybe influenced by the 9th school of magic. A school of magic is a group of related spells that work in similar ways. The eight known schools of magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. The ninth school is not currently known by many and can only be gain in game by encountering it in some way.
[ +- ] Abjuration (Opaque Black)
[ +- ] Conjuration (Deep Translucent Blue)
[ +- ] Divination (Clear)
[ +- ] Enchantment (Deep Translucent Cyan or Aquamarine)
[ +- ] Evocation (Deep Translucent Red)
[ +- ] Illusion (Medium Translucent Yellow)
[ +- ] Transmutation (Opaque White)
[ +- ] Necromantic (Deep Translucent Green)
Spell Casting
[ +- ] Casting Spells at a Higher Level
[ +- ] Casting Multiple Spells in a Round/Turn
[ +- ] Ritual Casting
Spell Duration
[ +- ] Instantaneous
[ +- ] Concentration/Sustained
Crafting Magic Items
[ +- ] Holy Water
[ +- ] Healing Potions
[ +- ] Focus vs Component Pouch
Jan 10, 2020 7:15 am
Cantrip Adjustments

Cantrips are very easy spells to cast and just as easy to maintain. A character can either cast or maintain 1 Cantrip while Concentrating upon or Casting a 1st level spell or higher. Further if the character is only trying to maintain and cast Cantrips they may maintain/cast up to a total of 1 Cantrip per point in their Spellcasting Ability (minimum of 1). This means any Cantrip denoted in the guidelines as needing Concentration has had that aspect removed from its description.
[ +- ] Booming Blade
[ +- ] Chill Touch
[ +- ] Druidism
[ +- ] Fire Bolt
[ +- ] Fierce Aura
[ +- ] Friends
[ +- ] Green-Flame Blade
[ +- ] Guidance
[ +- ] Hunter's Tag
[ +- ] Light
[ +- ] Mage Hand
[ +- ] Mending
[ +- ] Message
[ +- ] Minor Illusion
[ +- ] Prestidigitation
[ +- ] Spare the Dying
[ +- ] Thaumaturgy
[ +- ] True Strike
[ +- ] Vicious Mockery
[ +- ] Weapon Ward (was Blade Ward)
Jan 10, 2020 7:15 am
1st Level Spell Adjustments
[ +- ] Arms of Hadar
[ +- ] Burning Hands
[ +- ] Create or Destroy Water
[ +- ] Divine Smite
[ +- ] Cure Wounds
[ +- ] Gentle Repose
[ +- ] Goodberry
[ +- ] Hex
[ +- ] Hunter's Mark
[ +- ] Illusion (was Silent Image)
[ +- ] Shield
[ +- ] Witch Bolt
Jan 10, 2020 7:16 am
2nd Level Spell Adjustments
[ +- ] Create Food and Water
[ +- ] Lesser Restoration
[ +- ] Levitate
[ +- ] Ray of Enfeeblement
[ +- ] Web
Jan 10, 2020 7:16 am
3rd Level Spell Adjustments
[ +- ] Fireball
[ +- ] Major Image
Jan 10, 2020 7:16 am
4th Level Spell Adjustments
[ +- ] Hallucinatory Terrain (name changed)
Jan 10, 2020 7:16 am
5th Level Spell Adjustments
Jan 10, 2020 7:16 am
6th Level Spell Adjustments
[ +- ] Heroes’ Feast
[ +- ] Programmed Illusion
Jan 10, 2020 7:16 am
7th Level Spell Adjustments
Jan 10, 2020 7:16 am
8th Level Spell Adjustments
[ +- ] Mirage
Jan 10, 2020 7:17 am
9th Level Spell Adjustments
Apr 7, 2020 5:48 pm
Adjusted Armor List
Critical Note on Armor while this is a fairly comprehensive list of all non-magical armor this does not mean it is readily available. For instance getting your hands on Elven Lamellar or Dwarven Chainmesh if you are not of that race is not going to happen under normal circumstances and even if you are of the appropriate race it could be rather difficult. Further wearing one of these when not of that race can get you attacked on sight as it will be assumed you killed its previous owner. Lastly both of these require a Master Craftsmen to make as they are both Masterwork items by default.
[ +- ] Table Legend
[ +- ] Light Armor (20 lbs or less)
[ +- ] Medium Armor (21 lbs to 40 lbs)
[ +- ] Heavy Armor (41 lbs or more)
[ +- ] Shields
[ +- ] Armor Rating Adjustments for Special Materials
[ +- ] Special Aspects
Feb 18, 2021 12:04 am
Adjusted Weapon List
Critical Note on Weapons while this is a fairly comprehensive list of all non-magical weapons this does not mean it is readily available. For instance getting your hands on Elven Katana or Dwarven Warhammer if you are not of that race is not going to happen under normal circumstances and even if you are of the appropriate race it could be rather difficult. Further carrying one of these when not of that race can get you attacked on sight as it will be assumed you killed its previous owner. Lastly both of these require a Master Craftsmen to make as they are both Masterwork items by default.
[ +- ] Weapon Adjustments for Special Materials
[ +- ] Weapon Properties
[ +- ] Simple Melee Weapons
[ +- ] Simple Ranged Weapons
[ +- ] Martial Melee Weapons
[ +- ] Martial Ranged Weapons
Apr 5, 2021 5:12 am
More to come as I complete the various aspects and pieces

Clockwork Devices and Technodevices
[ +- ] Tiny Clockwork Device
[ +- ] Tiny Clockwork Device Stat Block
May 10, 2021 6:58 pm
Creature Adjustments
[ +- ] Spider, Giant Web
[ +- ] Spider, Giant Wolf
[ +- ] Spider, Huge Web
[ +- ] Spider, Large Web
[ +- ] Tyssrem

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