House Rules
From Hulks & Husks Wiki
These are rule modifications or additions.
- Attunement is required for magic items. A caster can only attune to one 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.
- 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.
- 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).
- 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).
- 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
- 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.
- 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.
- 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).]