House Rules and Other Game Mechanics

Jul 28, 2024 11:12 pm
As with Safety Tools and pretty much anything, really, discussion on these topics is welcome in the OOC threads.

Player's Handbook Related Rulings

Chapter 1. Step by Step Characters
1. Choose a Race: Character race options will be limited based on the specific storyline being played. See game advertisements for details. Do not assume based on any racial errata listed in Chapter 2 that a particular race is universally available for play.
2. Choose a Class: No changes.
3. Determine Ability Scores: Every Player Character and Major NPC automatically has an 18, a 7, and four quasi-randomly rolled numbers to assign to their ability scores. For the randomly rolled numbers, roll 2d6 and add 6 to the result.
4. Describe Your Character: No changes.
5. Choose Equipment: Starting equipment plan will vary from game to game and be announced in advertisement thread. When additional gold is supplied, first level scrolls and potions may be purchased to start with. Regardless of starting gold amount, no PC may begin the game with more than 3gp on hand - anything not spent is forfeit.

Chapter 2. Races
1. Age: The player's handbook guide on nonhuman age cycles is hereby rescinded. All humanoid species age in a ratio-comparative cycle, as follows, per the chart below.
- Dragonborn: Variant (see below)
- Dwarves: 5:1
- Elves: 10:1
- Halflings: 1.5:1
- Humans: 1:1
- Gnomes: 3:1
- Half-Elves: 2:1
- Half-Orcs: .8:1
- Tieflings: 1:1

This means that a 25 year old human, 250 year old elf, 20 year old half-orc, 37.5 year old halfling and 125 year old dwarf are all at roughly the same place in their respective lifespans.

See "Life Cycle Rules" for further elaboration.

Dragonborn are the exception. They begin quickly, like half-orcs, and stretch out as they age. Use the following milestones as a guideline:

Toddler: Human Age 4, Dragonborn Age 2
Preteen: Human Age 8, Dragonborn Age 4
Teen: Human Age 12, Dragonborn Age 7
Young Adult: Human Age 16, Dragonborn Age 11
Adult: Human Age 25, Dragonborn Age 20
Middle-Aged: Human Age 40, Dragonborn Age 50
Elder: Human Age 55, Dragonborn Age 100
Could Die At Any Moment: Human Age 70, Dragonborn Age 250

2. Language: All languages automatically granted by race are hereby rescinded. The only language given for free is the ability to speak the a single language - usually the Common Tongue, but if players want to choose a different one and not speak common, it is negotiable (see Chapter 4).

3. Half-Elf: Half elves no longer sleep 100% of the time like humans. Most of the time, they trance, like elves. However, once per week, they drop into a deeper, humanlike sleep. This sleep is more intense than human sleep, and thus the half-elf receives disadvantage on Perception checks to be prematurely awakened.

Chapter 3. Classes
The following changes are being implemented in variance with book standard:

Hit Points at Higher Levels: The method being used is half granted, half rolled, plus Constitution modifier. For example, a d10 Hit Die character class such as a fighter would receive 1d5+5+Con per level. First level characters still receive max HP for their class as normal.

Chapter 4. Personality and Background
1. Languages: Languages work as follows:
All characters with an Intelligence of 6 or higher are capable of speaking a single language, unless their background cannot justify having learned one. All PCs are presumed to have chosen Common as their single free language unless they get permission from the DM to do otherwise.

Characters with positive Intelligence modifiers (translation: Intelligence 12+) may speak one additional language per plus in their modifier. For each additional language chosen beyond what is normally granted by a background, one skill or proficiency benefit granted by that character's background is rescinded. Example: a character with a 16 Intelligence chooses the Sailor background. They already speak Common for free; they may choose to speak up to three additional languages. The second language, Elvish, for example, is taken without penalty. However, upon taking the third language, Orcish, the character must now give up one of the Skill proficiencies (Athletics or Perception) or one of the Tool Proficiencies (Navigator's Tools, Water Vehicles) granted by the Sailor background. Upon choosing their last language, Giant, they give up a second proficiency. Characters are not required to choose additional languages if they do not wish to.

Characters with positive intelligence modifiers who take proficiency in Arcana, History, Medicine, Nature or Religion may become literate in one language they know, per proficient skill.

Characters with an Intelligence of 11 or lower, and characters who have none of the proficiency choices above, are illiterate in all known languages including Common.

2. Background Features: Background Features that require any kind of NPC interaction are not guaranteed to work, and instead provide advantage to any social skills involved in handling the appropriate situation.

3. Background Events: In addition to the normal 5E background mechanics, all characters will submit to either a background questionnaire session, or else use the DM's random background generator. The DM reserves the right to make up anything not explicitly stated by the player before the start of Chapter 1 of the game.

Chapter 5. Equipment
No changes. However, it should be noted that, outside of character creation, it is highly unlikely that the prices reflected in the Player's Handbook will be reflective of the actual cost of items in any given area, nor is the availability of any item guaranteed.

Chapter 6. Customization Options
We are, of course, playing with all of them.

Chapter 7: Using Ability Scores
No changes, but note that Rules as Written would not make a familiar helpful in most skill checks (see p.175). Certainly not the Intelligence based ones (sentience is required to really understand history and religion and the like) or Charisma based ones (animals know nothing of sentient social interaction - although Intimidation is a good exception to this rule, if the creature is a kind that can try to provoke a fear response). The other ones would be fairly case by case (Survival and Animal Handling are no brainers for things a familiar could easily help with, whereas Insight might be a tad situational).

Chapter 8. Adventuring
No change.

Chapter 9. Combat
We will likely be doing combat "Fog of War" style, as stated in the application. Keep an eye on this thread for further details.

Chapter 10-11. Magic
Any material component of less than 10GP value is not required to cast a spell. However, if the specific material component for one of those spells is carried and used anyway, then the spell receives the following benefits:

- Concentration checks made to maintain the spell are made at advantage.
- Any 1s rolled when determining spell damage are re-rolled until all damage dice read 2 or higher.

Note that you must specifically buy or forage that specific material component; you cannot simply buy a generic "spell component pouch" and assume that any particular component is inside it. That's the tradeoff for not needing them.

Appendix A: Conditions
No changes.

Appendix B: Gods of the Multiverse
All deities listed are hereby rescinded. (Wow, talk about power, ey?) The deities described in the ⁠Campaign Information thread supersede them.

Appendix C: The Planes of Existence
Tell you what, hit level 9 and we'll talk about it. Before then I don't think it's going to come up much.

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