Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
faction:samalternate [2025/09/21 13:41] Cinderfaction:samalternate [2026/01/19 11:24] (current) Cinder
Line 37: Line 37:
 === 4) System Shock (Massive Damage) === === 4) System Shock (Massive Damage) ===
   *//How is this different than the regular Massive damage rule found in the books?//   *//How is this different than the regular Massive damage rule found in the books?//
-    *Normally the rule requires a Constitution saving throw with a DC of 15 when the player takes more than half their maximum health from "A single source" I have altered it slightly so if a creatures takes more then half their health in a single turn they make the constitution saving throw.+    *Normally the rule requires a Constitution saving throw with a DC of 15 when the player takes more than half their maximum health from "A single source" I have altered it slightly so if a creatures takes more then half their health in a single turn they make the constitution saving throw and the DC for the save is lowered.
 **System Shock:** \\ **System Shock:** \\
-When a creatures takes more than half their maximum health as damage in a single turn they must make a Constitution saving throw DC 15. on a failed save the player rolls a D10 to determine the result as their body goes into 'System Shock."+When a creatures takes more than half their maximum health as damage in a single turn they must make a __Constitution saving throw__ DC 13. on a failed save the player rolls a D10 to determine the result as their body goes into 'System Shock."
  
 === 5) Critical Attack Failure + === === 5) Critical Attack Failure + ===
Line 62: Line 62:
   *One hero point can be banked at the beginning of the session and can likewise be retrieve from bank if the player has no Hero points.   *One hero point can be banked at the beginning of the session and can likewise be retrieve from bank if the player has no Hero points.
   *A Limit of 2 Hero Points are handed out each end of session   *A Limit of 2 Hero Points are handed out each end of session
 +  *Players can only hold 1 Hero Point at a time
 +  *Players cannot give or trade hero points between other players. (However this does not stop the hero point being used by one player to __try__ and benefit another player)
   *Secret effects only the Dungeon master knows.   *Secret effects only the Dungeon master knows.
 +
 +**Hero Point Buy Back Initiative** \\
 +Not everyone is super keen on spontaneous on the fly Role play thinking and action. So there will be special NPC's in the game that will accept a Hero Point as a currency, allowing the player redeeming it to gain a boon of some sort, normally in the form of Gold but there could be other items available. Its supposed to be secretive, but for basics there will be a hidden roll made on a table of boons, treasure, tips or other rewards. They can be as little as 10 gold or as much as **[REDACTED]**. its up to the players if they want to save their hero point for a critical moment or cash it in for a random reward.
 +  ***XP Catch Up:** Players who have missed sessions will also likely miss out on XP. Using a Hero Point Players who have missed a certain number of sessions will be able to cash in their hero point for some base __Collected XP__. This amount is a flat amount determined by the DM and should not be expected to equally match the missed XP but its better than 0.
  
 **Tips for Using Hero Points** \\ Never plan your hero point use. its supposed to used for a major heroic moment or to correct a major mistake in the moment. Thinking and reacting in the moment is the key to good Hero Point use. and a Hero point's success is entirely based off how well your role play and how a hero point can be justified wither with logic, entertainment or both. **Tips for Using Hero Points** \\ Never plan your hero point use. its supposed to used for a major heroic moment or to correct a major mistake in the moment. Thinking and reacting in the moment is the key to good Hero Point use. and a Hero point's success is entirely based off how well your role play and how a hero point can be justified wither with logic, entertainment or both.
Line 83: Line 89:
 ++ Why this rule? | This makes spell casters more streamline with casting spells. Though Spells that do not consume the item but rather require an item with gold value as the tool (Such as Identify requiring an item worth 100 Gold but does not consume it) I like to flavour that the gold is transformed into the tool. the player looses the gold but gains an item worth the amount for use with that spell. ++ ++ Why this rule? | This makes spell casters more streamline with casting spells. Though Spells that do not consume the item but rather require an item with gold value as the tool (Such as Identify requiring an item worth 100 Gold but does not consume it) I like to flavour that the gold is transformed into the tool. the player looses the gold but gains an item worth the amount for use with that spell. ++
  
-=== 10) D&D 2024, Bonus Feat === +=== 10) D&D 2024, Bonus Feat (NOT ACTIVE)=== 
-Your characters gain a bonus feat as part of your background, this replaces the Background feature you would normally get. It cannot be an Abilities Score improvement and should relate to your background in someway. I use this rule even when not running the 2024 revision.+**With the 2024 Rules being Released this is now part of the core rules making this house rule defunct** \\ 
 +<del>Your characters gain a bonus feat as part of your background, this replaces the Background feature you would normally get. It cannot be an Abilities Score improvement and should relate to your background in someway. I use this rule even when not running the 2024 revision.</del>
  
 === 11) Maximum Encumbrance === === 11) Maximum Encumbrance ===
Line 95: Line 102:
 ++ Why this rule? | Cause the Players are the main characters and they should have a bit of story luck on their side. ++ ++ Why this rule? | Cause the Players are the main characters and they should have a bit of story luck on their side. ++
  
-=== 13) Varied Physical Damage ===  +=== 13) Varied Physical Damage (NOT ACTIVE)===  
-__(This Rule is still in planning phase and is subject to change or not be implemented at all)__ \\ +**To Much Extra Math to keep track of and with several new mechanics such as weapon mastery and Masterworks this idea isn't really viable anymore** \\ 
-A idea from Draw Steel's system where rolling less than the target's AC no longer means a miss.+<del>A idea from Draw Steel's system where rolling less than the target's AC no longer means a miss.
 If the attack roll is within 'a Quarter down' the target's AC it will do half damage instead. If the attack roll is less than 'A Quarter down' of the target's AC then it misses. If the attack roll is within 'a Quarter down' the target's AC it will do half damage instead. If the attack roll is less than 'A Quarter down' of the target's AC then it misses.
-  ***Example:** (AC  20, Attack, Roll + Bones = 20+ Hit) (Attack, Roll + Bonus = 19-15 Half Damage) (Attack, Roll + Bonus = 14 or less, Miss)+  ***Example:** (AC  20, Attack, Roll + Bones = 20+ Hit) (Attack, Roll + Bonus = 19-15 Half Damage) (Attack, Roll + Bonus = 14 or less, Miss)</del>
  
 ++ Why this rule? | Missing an attack sucks it can feel like you wasted your turn, so I though extending the threshold of a hit but reducing the damage may make those attacks that just missed feel better to the players, It was inspired by Draw Steel's system. ++ ++ Why this rule? | Missing an attack sucks it can feel like you wasted your turn, so I though extending the threshold of a hit but reducing the damage may make those attacks that just missed feel better to the players, It was inspired by Draw Steel's system. ++
Line 119: Line 126:
 An extended rest is detailed as a rest over a week. used in the book to recover various unique abilities found in the book. This rule is going to implement the use of an Extended rest more often. An extended rest is detailed as a rest over a week. used in the book to recover various unique abilities found in the book. This rule is going to implement the use of an Extended rest more often.
 **Where is an Extended Rest Used?**  **Where is an Extended Rest Used?** 
-  *To Recover any lingering injuries a character must complete an Extended Rest. (See Variant Rule 16)+  *To Recover a single lingering injuriy a character must complete an Extended Rest. (See Variant Rule 16)
   *To convert XP Collected into XP earned the player must complete an Extended Rest triggering a level up at the end of the rest if enough XP was earned.   *To convert XP Collected into XP earned the player must complete an Extended Rest triggering a level up at the end of the rest if enough XP was earned.
   *To Recover the use of Strong-Hold Features and other long term recovery features   *To Recover the use of Strong-Hold Features and other long term recovery features
Line 137: Line 144:
   *Healing Class magic cast at 8th level or higher may recover a lingering Injury dependent on situation.   *Healing Class magic cast at 8th level or higher may recover a lingering Injury dependent on situation.
   *Other outside sources may be used by the DM to offer healing for Lingering injuries. (A Strange isolated shaman in the middle of a dungeon. an odd potion with unknown origins etc)   *Other outside sources may be used by the DM to offer healing for Lingering injuries. (A Strange isolated shaman in the middle of a dungeon. an odd potion with unknown origins etc)
 +
 +**Custom Table**
 +^  Physical Injury  ^^^^
 +^ Dice Result ^ Injury ^ Minor ^ Major ^
 +| 00 | Broken Arm | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | Broken Leg | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | Broken Ribs | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | Internal Bleeding | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +
 +^  Mental Injury  ^^^^
 +^ Dice Result ^ Injury ^ Minor ^ Major ^
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +
 +^  Magical Injury  ^^^^
 +^ Dice Result ^ Injury ^ Minor ^ Major ^
 +| 00 | Intensive Burns | Disadvantage on Strength, Dexterity & Constitution check & saving throws | Roll system shock result twice taking the higher result |
 +| 00 | Frostbite | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +
 +^  Other Injury  ^^^^
 +^ Dice Result ^ Injury ^ Minor ^ Major ^
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
 +| 00 | NAME | MINOR DETAILS | MAJOR DETAILS |
  
 ++ Why this rule? | Too add more consequence for being reckless in combat and adding another layer of depth to what to do after combat. Big battles where multiple players went down but they managed to pull through, after a long rest everyone is right as rain, so this is to enforce the 'licking wounds & recovery' state after such a massive battle, the next move should be done carefully not just long rest onto the next one. ++ ++ Why this rule? | Too add more consequence for being reckless in combat and adding another layer of depth to what to do after combat. Big battles where multiple players went down but they managed to pull through, after a long rest everyone is right as rain, so this is to enforce the 'licking wounds & recovery' state after such a massive battle, the next move should be done carefully not just long rest onto the next one. ++
  
  
-=== 17) Levelling Up Montage ===+=== 17) XP Leveling & Levelling Up Montage ===
 //Taken from Viva Dirt League's NPC D&D cause its a cool idea.// \\ //Taken from Viva Dirt League's NPC D&D cause its a cool idea.// \\
-Xp is collected by players defeating monsters, completing tasks/quests or other sources. but collected XP is not permanent until an 'Extended Rest' is complete. \\+Rather than leveling up when the DM determines is a good time to level up (Milestones) Instead this is a more Traditional RPG form of leveling up. Xp is collected by players defeating monsters, completing tasks/quests or other sources. but collected XP is not permanent until an 'Extended Rest' is complete. \\ 
 +  *Players will receive 'Collected XP' as an item in their inventory. 
   *Any collected XP is converted to Gained XP at the completion of an 'Extended Rest'   *Any collected XP is converted to Gained XP at the completion of an 'Extended Rest'
     *Gained XP enables the character to level up     *Gained XP enables the character to level up
   *If a character reaches 0hp and falls unconscious because of it they loose Half their total collected XP (XP still yet to be converted by an 'Extended Rest')   *If a character reaches 0hp and falls unconscious because of it they loose Half their total collected XP (XP still yet to be converted by an 'Extended Rest')
 +**XP Catch Up:** Players who have missed sessions and so missed Collected XP have an option to cash in a Hero point for some of the missed XP, see __Rule 7__ above for more details.
 +
 +**Examples of getting XP** \\
 +  *a party of 7 defeat a combat encounter with 5 bandits. 
 +  *Each bandit is worth 10 XP (50 Xp Total)
 +  *50 XP is divided between the 7 players (Rounding Down) each party member recives 7 'Collected' XP
 +  *Players complete an 'Extended Rest' (7 Days) any 'Collected' XP in their inventory is converted to earned XP and fills up the Xp bar.
 +Xp can also be earned from completing quests, solving situations without combat, Finding secrets, Other tasks the DM deems worthy
 +  ***Only Active Players get XP** 
 +  *Only players participating in the event that earns XP (Combat, quest, etc) will get XP, if players are not attending the session or the party has split up then only the participating players will get XP,
 +
 +//Note: XP amounts from creatures may be raised or lessened depending on the DM's decision, do not assume the XP amount for a combat creature or completed quest. There may be times where a flat amount of experience is given to each player rather than dividing a total or there may be times where a player has performed exceptional or key actions/Role Play during an event netting them Bonus XP.//
 +
 **Actually Levelling Up** **Actually Levelling Up**
-Once a character has Gained XP enough for a level up they must complete a levelling up montage over a number of days equal to the level they are levelling up to (Minimum of 3 Days)+Once a character has Gained XP enough for a level up they must complete a levelling up montage over a number of days equal to the level they are levelling up to (Minimum of 3 Days) //NOTE: Level up must be done separately to your extended rest used to earn enough XP for the level up//
   ***Example:** Levelling up from 5 to 6 the character must complete a 6 Day 'Training Montage' before the level up takes effect.   ***Example:** Levelling up from 5 to 6 the character must complete a 6 Day 'Training Montage' before the level up takes effect.
  
 ++ Why this rule? | This was added for two main reasons, To add a bit more depth to levelling up requiring a bit of time management and planning and then to allow for a bit of spotlight role play on how a player manages a level up. ++ ++ Why this rule? | This was added for two main reasons, To add a bit more depth to levelling up requiring a bit of time management and planning and then to allow for a bit of spotlight role play on how a player manages a level up. ++
  
-=== 18) Draw Steel'Zipper Initiative ===+=== 18) Draw Steel'Popcorn Initiative ===
 Played around wit the alternate initiative rules before and as a DM i really like it it keep combat tempo up, allows players to plan and makes sure no player is falling asleep at the table cause they are not paying attention util its their turn. \\ Played around wit the alternate initiative rules before and as a DM i really like it it keep combat tempo up, allows players to plan and makes sure no player is falling asleep at the table cause they are not paying attention util its their turn. \\
 **How it was used during the testing phase** \\ **How it was used during the testing phase** \\
Line 167: Line 221:
  
 === 19) Good Food === === 19) Good Food ===
-Food is not made equal, Rations and bland sustenance created with magic is not the same as a well cooked meal by a experienced cook or purchased from a tavern and some food is even magical in nature. +Food is not made equal, Rations and bland sustenance created with magic is not the same as a well cooked meal by a experienced cook or quality meals purchased from a tavern and some food is even magical in nature. 
-  *When a player spends 1 hour to sit down and have a well crafted meal, purchased from a tavern or prepared by an experienced cook they gain temporary hit points equal to an amount rolled by half their Hit dice 15 that lasts until lost or the next dawn.+  *When a player spends 1 hour to sit down and have a well crafted quality meal, purchased from a tavern or prepared by an experienced cook they gain **15** temporary hit points + <del>(Half of Hit Dice Result)</del> that lasts until lost or the next dawn.
   ***Note:** Hit dice are not spent   ***Note:** Hit dice are not spent
 +  ***Note:** Quality meals are not available in every tavern. The DM Decides if a Tavern offers Quality meals based on world and location factors. 
 +
 +
 +=== 20) Testing your Resolve (NOT ACTIVE) ===
 +**Testing**
 +
 +=== 21) Damage Type + ===
 +
 +The idea behind this rule is to make different flavours of damage actually do different things. Making elemental and different damage types more interesting. Its Also designed to encourage teamwork more as talking with allies about stacking the required sources of damage to trigger a depuff .
 +
 +**How it Works** \\
 +Friend or Foe, if they suffer three (3) instances of damage of the same type (Slashing, Fire etc) __in a row__ then the creature must make a constitution saving through (DC = 10*) if they fail, they suffer a debuf related to the triggering damage type.
 +  ***In a Row?:** Yes in a row, this means if friend or foe is hit with a __DIFFRENT type of damage__ than the damage its already stacked with, the counter resets. (Example, Foe has been hit by two fire attacks, so has 2 stacks of fire, if they are then hit by a lightning attack they loose the stacks of fire and rest back to 1 lightning stack.)
 +  ***Wait! What about attacks that deal multiple types of damage?:** Good question, The stack gained from an attack that deals multiple types of damage <del>it will be the highest source of type damage</del> can be chosen by the creature dealing the damage. (A Flaming sword does 7 slashing damage and 4 fire damage, The attacker can choose weather to apply a stack of fire OR a stack of slashing)
 +  ***Resistance and Weakness?:** If a creature is resistant or immune to a particular damage type then they cannot suffer the debuffs related to that particular damage type. If a creature is weak to a particular damage type they have disadvantage on the Constitution Saving throw when a debuff is applied.
 +
 +**Slashing** //Blades slice through flesh over and over, the target is loosing blood rapidly now, effective is the blade that cuts on its own.//
 +  *Debuff: Bleeding (Stackable)
 +  *A Bleeding creature takes a number of 1d4 (Equal to the Bleeding Creature's Proficiency bonus) Bleeding damage at the end of each round.
 +    ***Cure**
 +    *Receive 10HP of magical healing OR restored to full health (Spells, not potions) 
 +    *A DC 15(+1 Per Stack of Bleeding) medicine check by another player
 +    *A DC 5(+1 Per Stack of Bleeding) Medicine check using a Healer's kit
 +
 +**Bludgeoning** //Break through their fortitude, Their mind a daze, wide open, Quickly! Make the next strike count!//
 +  *Debuff: Break
 +  *A Creature suffering from Break has its critical threshold reduced by five (5) (Down to 15 unless characters has another features reducing it further). 
 +    *The Break Debuff lasts until the end of the round OR a critical hit is made at which point break status is removed.
 +
 +**Piercing** //Gaps in their armour, openings in their scales. A thin blade with the force of a ram, that aught pierce through!//
 +  *Effect: Partial AC Ignore.
 +  *Weapons dealing piercing damage ignore 1 point of AC against a target.
 +
 +**Fire** //The fires of hell burn the flesh, Even after the flames subside the flesh wounds and weeps, It screams when disturbed, Press the advantage!//
 +  *Debuff: Burn 
 +  *Creatures suffering a Burn takes 1d6 Burn damage at the start of their turn and once per __round__ when attacked or moved forcibly. 
 +    ***Cure**
 +    *Receive 10HP of magical healing OR restored to full health (Spells or Potions) 
 +    *A DC 10 Medicine check using a Healer's kit
 +    *Long Rest
 +
 +**Cold** //The unforgiving cold, deep and dark, they can't escape it, they mind screams to move by their body numb and flesh cold as death.//
 +  *Debuff: Frozen 
 +  *A Creature who is frozen reduces their movement speed to 0 and automatically fail dexterity saving throws.
 +    *Frozen creatures are freed at the end of the next round (The round AFTER the round which they are frozen)
 +
 +**Lightning** //The cracking of the sky as light burns from the heavens, But this light is no divine power, it is a raw unstoppable force of nature.//
 +  *Debuff: Shocked
 +  *Shocked creatures loose their Bonus action & Reaction. 
 +    *Shocked creatures return to normal at the end of their next turn.
 +
 +**Force**
 +  *Debuff: Shoved
 +  *When a Shove debuff is triggered the creature is moved backwards from the triggering attack a number of feet equal to the triggering damage rounded to the nearest 5ft. Then the creature is forced __Prone__. 
 +  *Force Damage deals double damage to objects and Buildings.
 +
 +**Necrotic**
 +  *Debuff: Wither (Stackable)
 +  *A Creature suffering a Wither Debuff has their Max HP reduced by an amount equal to twice the necrotic damage that triggered the debuff. \\ (Example: Creature is hit with a 3rd necrotic damage source dealing 10 necrotic damage, The Withered creature's max HP is reduced by 20 points). to a minimum of 1 HP
 +    ***Cure**
 +    *This Debuff is treated as a **Lingering Injury** and must be cured at an __Extended Rest__ or LV 8+ curative magic.
 +
 +**Poison**
 +  *Debuff: Poisoned (Active)
 +  *A Creature poisoned in this way suffers 1d10 poison damage at the end of each round. or every 6 seconds out of combat. \\ A Poisoned creature remains poisoned until cured. Death dose not cure poison, a Creature revived from death will still be poisoned
 +    ***Cure**
 +    *Receive a magical cure from a suitable spell (Lesser Restoration) 
 +    *A DC 13 Medicine check using a Healer's kit
 +    *A DC 23 Medicine Check from another creature. (Situational Determined by the DM)
 +
 +**Acid**
 +  *Debuff: Corrosion 
 +  *When corrosion is triggered it reduces the creatures weapon and/or armour's base stats by 1 stage. For weapons it reduces the damage dice size by 1 (a D8 reduces to a D6) for armour it reduces the base AC by 1 
 +  *Destruction
 +    *If a weapon's damage dice is reduced bellow 1d4 the weapon is destroyed (non destroyed but damage weapons can be repaired)
 +    *if a set of armor or shield is reduced to 10AC base, the armour is destroyed. (non destroyed but damage armor can be repaired)
 +    *Magic items have advantage on the save and are not completely destroyed but become un-useable when threshold is reached.
 +
 +**Psychic**
 +  *Debuff: Mind Break
 +  *Creatures suffering a Mind Break Debuff suffer the following effects 
 +    *If Concentrating on a spell, have their concentration broken automatically.
 +    *If you were concentrating on a spell you cannot cast that specific spell again until you finish a __Extended Rest__
 +    *The next saving throw the debuffed creature makes will automatically fail.
  
  
-=== 20Testing your Resolve ===+**Radiant** 
 +  *Debuff: Punishment (Stackable) 
 +  *Reduces a creatures highest main stat by 2 points. This debuff is treated as a **Lingering Injury**. 
 +    ***Cure** 
 +    *The Creature must complete an Extended rest as if they were curing a Lingering Injury. 
 +    *Seek holy forgiveness by a cleric or church (100 Gold per stack
  • faction/samalternate.1758427882.txt.gz
  • Last modified: 4 months ago
  • by Cinder