House Rules

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== Simple Stuff ==
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These are rule modifications or additions.
  
# '''Attunement is not required for most magic items.''' [[Bloodstones]] require attunement, and a caster can only attune to one bloodstone at a time.
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# '''[[Attunement]] is required for magic items.''' A caster can only attune to one [[Bloodstones|bloodstone]] at a time.
 
# '''Called Shot'''. When making an attack, a PC or NPC can attempt to cause an effect instead of inflicting damage. For example, the character may want to sever the tentacle grappling an ally. The DM imposes a penalty on the attack roll, perhaps -5. If the attack is successful, the effect occurs.
 
# '''Called Shot'''. When making an attack, a PC or NPC can attempt to cause an effect instead of inflicting damage. For example, the character may want to sever the tentacle grappling an ally. The DM imposes a penalty on the attack roll, perhaps -5. If the attack is successful, the effect occurs.
# '''Color Codes'''. When communicating, the DM and other players can use the following color codes instead of exact numbers: 51-100% = <span style="color:green">'''Green'''</span>, 26-50% = <span style="color:olive">'''Yellow'''</span>, 1-25% = <span style="color:red">'''Red'''</span>, 0% or less = '''Black'''.
 
 
# '''Feats'''. We use the optional rule (PHB 165).
 
# '''Feats'''. We use the optional rule (PHB 165).
 
# '''Flanking.''' We use the optional rule (DMG 251). Basically, if two or more PCs are on opposite sides or corners of an enemy, they have advantage on melee attacks on that enemy. Enemies can also flank PCs.
 
# '''Flanking.''' We use the optional rule (DMG 251). Basically, if two or more PCs are on opposite sides or corners of an enemy, they have advantage on melee attacks on that enemy. Enemies can also flank PCs.
# '''Initiative: 2d6'''. Roll 2d6 for Initiative. Add any modifiers as normal. If you have advantage or disadvantage on Initiative, roll 4d6 and use the highest or lowest two dice.
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# '''Material Components'''. I love their narrative flavor for spells, not as any kind of check on a caster. So I treat component pouches like I treat quivers: I don't require exact tracking. I do expect a periodic commitment to ICly refill after obvious extended use (a whole trip underground), and a commitment to obtaining the new precise component when first learning the spell (such as that diamond for Chromatic Orb).
# '''Material components'''. I love their narrative flavor for spells, not as any kind of check on a caster. So I treat component pouches like I treat quivers: I don't require exact tracking. I do expect a periodic commitment to ICly refill after obvious extended use (a whole trip underground), and a commitment to obtaining the new precise component when first learning the spell (such as that diamond for Chromatic Orb).
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# '''Minimum Hit Points'''. When rolling for HP when leveling up, if you roll less than 50%, reroll. Less than 50% is: 1d4 (1), 1d6 (1,2), 1d8 (1,2,3), 1d10 (1,2,3,4), 1d12 (1,2,3,4,5).
# '''Minimum Hit Points'''. When rolling for HP when creating your character or leveling up, if you roll less than 50%, reroll. Less than 50% is: 1d4 (1), 1d6 (1,2), 1d8 (1,2,3), 1d10 (1,2,3,4), 1d12 (1,2,3,4,5).
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# '''Mystic'''. This was just released by D&D for playtesting. You don't need to read the rules or even get familiar with them, unless you want to multiclass to Mystic. See: http://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf
 
# '''Mystic'''. This was just released by D&D for playtesting. You don't need to read the rules or even get familiar with them, unless you want to multiclass to Mystic. See: http://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf
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# '''Professional Skill'''. Choose one skill as your PC's specialty. This is usually the skill that you use most, particularly in non-combat contexts. If you had to stop adventuring and work a regular job, this is probably the skill you'd use. Examples: a druid who specializes in tending plants might choose Nature; a thief who specializes in picking pockets might choose Sleight of Hand; a priest who specializes in performing holy ceremonies might choose Religion. When you make a skill check using your professional skill, it may function differently (DM's choice).
 
# '''Respec'''. After the first episode with a character, you may make changes to your character as if you were re-creating your character. If you have questions about this process, just ask the DM.
 
# '''Respec'''. After the first episode with a character, you may make changes to your character as if you were re-creating your character. If you have questions about this process, just ask the DM.
 
# '''Selling gear back'''. During creation, you can sell gear back at 100% of its listed price.
 
# '''Selling gear back'''. During creation, you can sell gear back at 100% of its listed price.
 
# '''Session-Based Advancement'''. A PC doesn't earn Experience Points. Instead, they reach a new level every 2-4 episodes. The DM builds in appropriate downtime after the last episode, to account for the growth and breakthroughs. Leveling up and unlocking abilities aren't automatic. They need narrative richness, such as returning to your order's base, drilling with an instructor, spending extended time in prayer or meditation, or spending time doing research in a library, lab, or workshop.
 
# '''Session-Based Advancement'''. A PC doesn't earn Experience Points. Instead, they reach a new level every 2-4 episodes. The DM builds in appropriate downtime after the last episode, to account for the growth and breakthroughs. Leveling up and unlocking abilities aren't automatic. They need narrative richness, such as returning to your order's base, drilling with an instructor, spending extended time in prayer or meditation, or spending time doing research in a library, lab, or workshop.
# '''Strain and Strain Points are obsolete.''' Instead, negative Grit can cause [[#Strain_Effects|Strain Effects]], and [[bloodstones]] can be used to recover spell slots.
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# '''Strain''': On a world with a [[Corrupted Weave]], a caster needs to check for a [[Strain|Strain Effect]] after a long rest.
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See also: [[General Rules]], [[OOC Tips]], [[Overall Goals]]
  
 
[Design notes:
 
[Design notes:
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'''Called Shot''': House rule. There are some strong opinions against a rule like this. However, I want to try it out and see how we feel.
 
'''Called Shot''': House rule. There are some strong opinions against a rule like this. However, I want to try it out and see how we feel.
  
'''Color Codes''': House rule. We already started doing this at the table with enemy HP. I'll also be using this for Grit (below).
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'''Mystic'''. New class and systems (psionics) from Unearthed Arcana. I have a lot of experience with psionics in older editions, because they're a useful trope for various stories, encounters, and challenges. This also connects with Grit.
 
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'''Initiative: 2d26''': Modified rule. In most of 5e, I like the dramatically-wide range of possible results from a roll. However, for Initiative, I feel that being 1 or 2 points faster or slower than an opponent is more dramatic than being 10+ points different.
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'''Mystic'''. New class and systems (psionics) from Unearthed Arcana. The timing of this release is perfect, given some of what I'm planning for Season 2. I have a lot of experience with psionics in older editions, because they're a useful trope for various stories, encounters, and challenges. This also connects with Grit.
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'''Session-Based Advancement'''. Optional rule. As an educator, I have absurdly complex, strong opinions about concepts like "experience" and "leveling up." I also dislike tracking XP (e.g., for each monster defeated). So I like this optional rule from the DMG (261).]
 
'''Session-Based Advancement'''. Optional rule. As an educator, I have absurdly complex, strong opinions about concepts like "experience" and "leveling up." I also dislike tracking XP (e.g., for each monster defeated). So I like this optional rule from the DMG (261).]
 
== Aspects ==
 
 
This is a complex yet important part of my game. Please work with me on finalizing your Aspects.
 
 
Aspects are a modification of Personal Characteristics and Inspiration (PHB 123-125), based on the ''Fate Core'' system (p. 56-63). "An aspect is a phrase that describes something unique or noteworthy about whatever it's attached to." A PC must have exactly five Aspects. Those five Aspects must include at least one of each of the following Characteristics:
 
 
* Ideal
 
* Bond
 
* Flaw
 
 
At least one Aspect should also be a Personality Trait, but this usually happens organically with well-written Aspects. Any combination of Aspects and Characteristics can work (e.g., an Aspect combining two Characteristics, the same Characteristic in two Aspects).
 
 
A PC's Aspects might include:
 
 
* Significant personality traits or beliefs
 
* The character's background or profession
 
* An important possession or noticeable feature
 
* Relationships to people and organizations
 
* Problems, goals, or issues the character is dealing with
 
* Titles, reputations, or obligations the character may have
 
 
The best kind of Aspect is clearly-phrased, double-edged, and says more than one thing.
 
 
Recall that after the first episode with a character, you can make changes to your character. This can include changing Aspects.
 
 
Aspects can change over time (DM's choice), perhaps transforming or fading away in favor of something new. For example, your character might start with "I shall have vengeance against the Baron [Bond]." But when you've achieved your revenge, the Aspect might become "I must help the new Baron rule well [Bond]." Alternatively, you might relent in your vengeance, and instead change the Aspect to "I must have faith in the King's Law [Ideal]."
 
 
=== Aspects & The Great Wheel ===
 
 
(optional) An Aspect can be tied to a Virtue or Vice on the Great Wheel. Suggested Virtues and Vices are listed below. [[Pantheon|As part of some religions in Tessera]], each Virtue is associated with an Eternal and each Vice is associated with a Shadow. Virtues and Vices may also make it easier to role-play an Aspect.
 
 
* Conviction (Cynicism)
 
* Courage (Cowardice)
 
* Cunning (Recklessness)
 
* Discipline (Savagery)
 
* Empathy (Narcissism)
 
* Honor (Treachery)
 
* Kindness (Cruelty)
 
* Moderation (Gluttony)
 
* Perseverance (Sloth)
 
* Respect (Resentment)
 
* Resourcefulness (Wastefulness)
 
* Solidarity (Division)
 
 
=== Example of Aspects ===
 
 
Cob Slatespitter is a dwarven barbarian. His parents are career pioneers, spending most of their lives in the wilderness, far from a dwarven fortress city. As part of a corps of pioneers, the Slatespitters fight for the glory of the gods and bring back rare items and materials. Cob doesn’t see himself as a barbarian (i.e., as uncivilized). Rather, he’s grown up in the wilderness, with a good education but little direct experience with cities, politics, commerce, and such. Cob has adopted the same quiet, solid reverence his family models. Cob sees himself as a holy warrior and believes that his excellence in battle is divine providence. Cob believes that some dwarves are called by the gods to both wield steel and cast spells. In their infinite wisdom, the gods apparently know that Cob would bungle the spells. So steel it is.
 
 
Cob's player creates the following Aspects. (The organic Personality Traits are in parentheses.)
 
 
# Instrument of divine will [Bond] (religious zeal)
 
# Faith, craft, and courage shall prevail [Ideal] [Virtue: Conviction] (optimism)
 
# We stand stronger together [Bond] [Ideal: Loyalty] (strong camaraderie with the party)
 
# Civilization isn't always civilized [Flaw] [Vice: Cynicism] (laws and cultural norms may confuse or disgust me, or make me impatient and disrespectful)
 
# Appetite for destruction [Flaw] [Vice: Savagery] (once enraged, I often battle to the death)
 
 
[Modified rule. I have experience using Aspects. I'm dissatisfied with the vanilla rules for the Suggested Characteristics in the PHB. I need Aspects to be more unique to each PC and to function in a particular way with Grit, below. I need Aspects that better help me understand the PCs' identities and blend them into the story.]
 
 
== Tenacity & Grit ==
 
 
This replaces the Inspiration system and the Strain Points system.
 
 
Tenacity is a seventh ability score, based on two other ability scores. To calculate Tenacity, add your highest physical score (Str, Dex, or Con) and your highest mental score (Int, Wis, or Cha), then divide by 2 (round up from .5). As an ability score, Tenacity includes the usual modifiers, from -5 to +10 (PHP 13).
 
 
Tenacity represents the extraordinary nature of being a player character. A PC has a special destiny and special gifts to achieve it. Those gifts are often reflected in class features, such as casting spells. Depending on your PC's worldview and mindset, you can think of Tenacity as some combination of willpower, resilience, belief in yourself, belief in your cause (e.g., faith, patriotism, parental instinct), and/or latent psionic power.
 
 
Tenacity can be used as an ability check, when called for by the DM or bid by a player as part of an action.
 
 
Inspiration is replaced by Grit (which can be abbreviated as G). Your character's maximum Grit is equal to Tenacity. Some monsters and other NPCs also have Tenacity and Grit.
 
 
=== Spending Grit ===
 
 
At any time, you can spend G to do one of the following:
 
 
# '''Read the Signs'''. Buy a Grit die when making an attack roll, ability check, or saving throw. You can buy the die after your initial roll but before any results are applied. You roll 1d6 and add it to the 1d20, possibly turning a failure into a success. You can only buy one Grit die per roll. This is similar to Hero Points (DMG 264).
 
# '''In the Groove'''. Buy a Grit die to increase your AC during one enemy's turn. You can buy the die after an enemy's roll but before any results are applied. You roll 1d6 and add it to your AC. The bonus remains active for any of that enemy's remaining attack rolls this turn.
 
# '''No Time to Waste'''. Treat a Short Rest as a Long Rest. This especially includes regaining hit dice, expended spell slots, spent sorcery points, barbarian Rages, Second Wind, Lay on Hands, and similar resets of class features (when in doubt: DM's choice). This is separate from a wizard's Arcane Recovery (PHB 115), which can be used without spending G. A monk can use this option to regain all expended ki in just 10 minutes of meditation.
 
 
The DM secretly tracks your Grit instead of you. This includes the actual values when you spend or try to recover Grit. At any time, you can ask the DM to tell you the Color Code for your current Grit. Under no circumstances will the DM tell you a precise value.
 
 
Each time you spend Grit, you actually spend 1d6 Grit. Grit can go negative, with a minimum possible value of negative Tenacity. For example, if your Tenacity is 12, your maximum Grit is 12 and your minimum Grit is -12.
 
 
=== Regaining Grit ===
 
 
There are two ways to regain Grit:
 
 
# '''Inspirational Moment'''. At any time, if your character's choices (e.g., speech, behavior, sacrifice) closely match one of your Aspects, you can assert to the DM that it's an inspirational moment. If the DM agrees, you regain 1d6 Grit. The DM will tell you the Color Code for your new G. You can only have one inspirational moment per encounter, but you can assert for a moment once per round.
 
# '''Centering'''. As part of a Long Rest, you can try to regain some Grit once. Recovery isn't automatic. The DM rolls a Tenacity ability check (DC 13). The DM applies any modifier. If your Grit is negative, you have disadvantage. If you succeed, you regain 2d6 Grit. The DM will roll and tell you the Color Code for your new Grit. You can only regain Grit during a true Long Rest, not when using No Time to Waste. Different orders emphasize and teach different techniques for centering to regain Grit. For example, an order of paladins and clerics might teach centering through prayer, while a warlock may commune with their patron.
 
 
=== Negative Grit ===
 
 
While your Grit is negative, you must periodically make a Tenacity check to avoid developing a Strain Effect. You must make this check once per hour, and may also need to make it when your mental focus is impaired (e.g., by a stressful situation, by exhaustion) (DM's choice). If you develop a Strain Effect, you regain some Grit. In this way, a Strain Effect can raise your Grit to 1 but no higher. (Any extra Grit is lost.)
 
 
If you spend Grit and go below your minimum, you enter a state of magical/psionic flux. You remain conscious and can remain active, but at the start of each turn, you must make a Tenacity Saving Throw, with a penalty equal to the Grit beyond your minimum. If you fail this Saving Throw, you immediately die and transform into a special kind of undead NPC called a Strain Specter or Strain Wraith. Higher-level characters and magic-using characters are more likely to transform into Strain Wraiths (DM's choice).
 
 
A Strain Specter (MM 279) or Strain Wraith (MM 302) has the nature and stats of the basic monster. In addition, when using the Life Drain action, instead of reducing maximum HP, the monster has the option to reduce maximum Grit. This option only works on creatures with Tenacity. Unlike the basic Life Drain action, the target doesn't die if this effect reduces its maximum Grit to 0.
 
 
=== Strain Effects ===
 
 
The most common Strain Effects are mental. Mild effects can include reduced impulse control, a compulsion, an obsession, or a phobia. Moderate effects can include paranoia, addiction, or depression. Severe effects can include a psychosis--a complete break between the mind and reality.
 
 
Physical Strain Effects are rarer. Mild effects can include changes to the caster's eyes, hair, skin, voice, etc. Moderate effects can include a severe allergy (e.g., to sunlight), infertility, or a metabolic need to ingest gold. Severe effects can include substantial and possibly grotesque distortions (e.g., shorter or longer limbs), additions (e.g., a second mouth), etc.
 
 
Strain Effects are rarely advantageous. Of course, a caster already suffering from mental effects might view a new physical effect as an improvement. The nature and magnitude of Strain Effects are related to the nature and magnitude of the magic. For example, a caster who gains excessive Strain from casting fear spells might develop a phobia.
 
 
The development of one or more Strain Effects reduces the caster's SP, proportional to its magnitude. The rough proportions are Mild (3), Moderate (6), and Severe (9), but the exact effects and proportions are the DM's choice. Once developed, a Strain Effect is a permanent, non-magical phenomenon. For example, ''Remove Curse'' won't remove a Strain Effect. Depending on the nature of the effect, mundane or magical means might temper or remove it (e.g., counseling, surgery) (DM's choice).
 
 
[New system. I like telling heroic stories of exceptional individuals. I like having a system that explicitly distinguishes PCs from most NPCs. I also like keeping magic and magic items rare. I first experimented with Lifetap to support this, then Strain. I'm not happy with Strain because it applies to every spell and it's too much bookkeeping for the player.
 
 
Grit is a further evolution on Strain. It puts the burden of bookkeeping on me. That ties in nicely with devoting more of my attention to the PCs' Aspects. I also have a tentative vision for a shared Team Grit pool, but I want to playtest Grit first.]
 

Latest revision as of 01:59, 6 August 2017

These are rule modifications or additions.

  1. Attunement is required for magic items. A caster can only attune to one bloodstone at a time.
  2. Called Shot. When making an attack, a PC or NPC can attempt to cause an effect instead of inflicting damage. For example, the character may want to sever the tentacle grappling an ally. The DM imposes a penalty on the attack roll, perhaps -5. If the attack is successful, the effect occurs.
  3. Feats. We use the optional rule (PHB 165).
  4. Flanking. We use the optional rule (DMG 251). Basically, if two or more PCs are on opposite sides or corners of an enemy, they have advantage on melee attacks on that enemy. Enemies can also flank PCs.
  5. Material Components. I love their narrative flavor for spells, not as any kind of check on a caster. So I treat component pouches like I treat quivers: I don't require exact tracking. I do expect a periodic commitment to ICly refill after obvious extended use (a whole trip underground), and a commitment to obtaining the new precise component when first learning the spell (such as that diamond for Chromatic Orb).
  6. Minimum Hit Points. When rolling for HP when leveling up, if you roll less than 50%, reroll. Less than 50% is: 1d4 (1), 1d6 (1,2), 1d8 (1,2,3), 1d10 (1,2,3,4), 1d12 (1,2,3,4,5).
  7. Mystic. This was just released by D&D for playtesting. You don't need to read the rules or even get familiar with them, unless you want to multiclass to Mystic. See: http://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf
  8. Professional Skill. Choose one skill as your PC's specialty. This is usually the skill that you use most, particularly in non-combat contexts. If you had to stop adventuring and work a regular job, this is probably the skill you'd use. Examples: a druid who specializes in tending plants might choose Nature; a thief who specializes in picking pockets might choose Sleight of Hand; a priest who specializes in performing holy ceremonies might choose Religion. When you make a skill check using your professional skill, it may function differently (DM's choice).
  9. Respec. After the first episode with a character, you may make changes to your character as if you were re-creating your character. If you have questions about this process, just ask the DM.
  10. Selling gear back. During creation, you can sell gear back at 100% of its listed price.
  11. Session-Based Advancement. A PC doesn't earn Experience Points. Instead, they reach a new level every 2-4 episodes. The DM builds in appropriate downtime after the last episode, to account for the growth and breakthroughs. Leveling up and unlocking abilities aren't automatic. They need narrative richness, such as returning to your order's base, drilling with an instructor, spending extended time in prayer or meditation, or spending time doing research in a library, lab, or workshop.
  12. Strain: On a world with a Corrupted Weave, a caster needs to check for a Strain Effect after a long rest.

See also: General Rules, OOC Tips, Overall Goals

[Design notes:

Called Shot: House rule. There are some strong opinions against a rule like this. However, I want to try it out and see how we feel.

Mystic. New class and systems (psionics) from Unearthed Arcana. I have a lot of experience with psionics in older editions, because they're a useful trope for various stories, encounters, and challenges. This also connects with Grit.

Session-Based Advancement. Optional rule. As an educator, I have absurdly complex, strong opinions about concepts like "experience" and "leveling up." I also dislike tracking XP (e.g., for each monster defeated). So I like this optional rule from the DMG (261).]

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