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faction:samalternate [2025/10/09 15:12] Cinderfaction: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 (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. 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.
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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 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
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-=== 20) Testing your Resolve ===+=== 20) Testing your Resolve (NOT ACTIVE) === 
 +**Testing**
  
-==== 21) Damage Type + ====+=== 21) Damage Type + ===
 (In Development, not Active) (In Development, not Active)
  
-after three sources of damage type roll a save, suffer an additional effect on fail+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 depuff .
  
-whats the DC? the damage taken from the triggering hit? a flat amount?+**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 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** +**Slashing** //Blades slice through flesh over and over, the target is loosing blood rapidly now, effective is the blade that cuts on its own.// 
-  *Bleeding+  *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. 
 +    *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 through their fortitude, Their mind a daze, wide open, Quickly! Make the next strike count!// 
-  *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: Partial AC Ignore
 +  *Weapons dealing piercing damage ignore 1 or 2 points of AC.
  
-**Fire** +**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!// 
-  *Burn+  *Debuff: Burn  
 +  *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** //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.// 
-  *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** //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.// 
-  *Loose Bonus action or Reaction+  *Debuff: Shocked 
 +  *Shocked creatures loose their Bonus action Reaction.  
 +    *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 damage rounded to the nearest 5ft. Then the creature is forced __Prone__.  
 +  *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, armor items (Including Magic items but they have advantage?)+  *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  
 +  *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. (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** **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__
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