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| faction:samalternate [2025/10/09 15:12] – Cinder | faction:samalternate [2025/10/20 10:11] (current) – Cinder | ||
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| ++ 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)=== |
| + | **With the 2024 Rules being Released this is now part of the core rules making this house rule defunct** \\ | ||
| 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. | 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. | ||
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| ++ 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 |
| - | __(This Rule is still in planning phase and is subject | + | **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' | A idea from Draw Steel' | ||
| If the attack roll is within 'a Quarter down' the target' | If the attack roll is within 'a Quarter down' the target' | ||
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| 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 | + | *To Recover |
| *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 | ||
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| - | === 20) Testing your Resolve === | + | === 20) Testing your Resolve |
| + | **Testing** | ||
| - | ==== 21) Damage Type + ==== | + | === 21) Damage Type + === |
| (In Development, | (In Development, | ||
| - | after three sources of a damage | + | 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 |
| - | whats the DC? the damage | + | **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 | ||
| + | ***Wait! What about attacks that deal multiple types of damage?:** Good question, The stack gained from an attack that deals multiple types of damage < | ||
| + | ***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** | + | **Slashing** |
| - | *Bleeding | + | *Debuff: |
| + | *A Bleeding creature takes a number of 1d4 (Equal to the Bleeding Creature' | ||
| + | *Each stack of Bleeding can be cured when the bleeding creature receives 10HP worth of healing OR If restored to full health. | ||
| - | **Bludgeoning** | + | **Bludgeoning** |
| - | *Break | + | *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. | ||
| - | **Percing** | + | **Piercing** //Gaps in their armour, openings in their scales. A thin blade with the force of a ram, that aught pierce through!// |
| - | *Partial AC Ignore | + | *Effect: |
| + | *Weapons dealing piercing damage ignore 1 or 2 points of AC. | ||
| - | **Fire** | + | **Fire** |
| - | *Burn | + | *Debuff: |
| + | *Creatures suffering a Burn takes 1d6 Burn damage at the start of their turn and once per turn when attacked or moved forcibly. | ||
| + | *Removed when receiving at least 10hp of healing or fully healed. | ||
| - | **Cold** | + | **Cold** |
| - | *Reduce Movement, Dex save debuff | + | *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. | ||
| - | **Lightning** | + | **Lightning** |
| - | *Loose Bonus action | + | *Debuff: Shocked |
| + | *Shocked creatures loose their Bonus action | ||
| + | *The Shocked Debuff ends at the end of the creatures turn. | ||
| **Force** | **Force** | ||
| - | *Forced movement, knock prone, Seige damage | + | *Shoved |
| + | *When a Shove debuff is triggered the creature is moved backwards from the triggering attack a number of feet equal to the triggering | ||
| + | *Force Damage deals double damage to objects and Buildings. | ||
| **Necrotic** | **Necrotic** | ||
| - | *Max HP Damage | + | *Wither (Stackable) |
| + | *A Creature suffering a Wither Debuff has their Max HP reduced by 20%. to a minimum of 1 HP | ||
| + | *This Debuff is treated as a lingering injury and must be cured at an __extended rest__ or LV 8+ curative magic. | ||
| **Poison** | **Poison** | ||
| - | *Poison status | + | *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 they are cured using a suitable spell or antidote. | ||
| + | *Death dose not cure poison, a Creature revived from death will still be poisoned. | ||
| **Acid** | **Acid** | ||
| - | *Equipment Damage, Sword, | + | *Corrosion |
| + | *When corrosion is triggered it reduces the creatures weapon and/or armour' | ||
| + | *If reduced bellow 1d4 the weapon is destroyed (non destroyed but damage weapons can be repaired) | ||
| + | *if armor is reduced to 10AC base the armour is destroyed. | ||
| + | *Magic items have advantage | ||
| **Psychic** | **Psychic** | ||
| *Mind Break | *Mind Break | ||
| + | *Creatures suffering a Mind Break Debuff have their concentration broken automatically. (Spell Concentration) | ||
| + | *The creature will fail the next saving throw they need to make (This effect is cured at the end of the creatures next turn) | ||
| + | *If you were concentrating on a spell you cannot cast it again until you finish a long rest | ||
| **Radiant** | **Radiant** | ||
| - | *Main Stat Reduced | + | *Punishment (Stackable) |
| + | *Reduces a creatures highest main stat by 2 points. Treated as a **Lingering Injury** and must be cured at a __Extended Rest__ | ||