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| faction:samalternate [2025/10/09 15:33] – [21) Damage Type +] Cinder | faction:samalternate [2026/01/19 11:24] (current) – Cinder | ||
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| === 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" | + | *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" |
| **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 | + | When a creatures takes more than half their maximum health as damage in a single turn they must make a __Constitution |
| === 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' | **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' | ||
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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)=== |
| - | 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.</ | ||
| === 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 |
| - | __(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' | + | <del>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' | ||
| - | ***Example: | + | ***Example: |
| ++ 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' | ++ 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' | ||
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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 | ||
| 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 ' | ++ 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 ' | ||
| - | === 17) Levelling Up Montage === | + | === 17) XP Leveling & Levelling Up Montage === |
| //Taken from Viva Dirt League' | //Taken from Viva Dirt League' | ||
| - | Xp is collected by players defeating monsters, completing tasks/ | + | 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/ |
| + | *Players will receive ' | ||
| *Any collected XP is converted to Gained XP at the completion of an ' | *Any collected XP is converted to Gained XP at the completion of an ' | ||
| *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 ' | *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 ' | ||
| + | **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 ' | ||
| + | *Players complete an ' | ||
| + | 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/ | ||
| + | |||
| **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: | ***Example: | ||
| ++ 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' | + | === 18) Draw Steel' |
| 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** \\ | ||
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| === 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 | + | *When a player spends 1 hour to sit down and have a well crafted |
| ***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 === | + | === 20) Testing your Resolve |
| + | **Testing** | ||
| - | ==== 21) Damage Type + ==== | + | === 21) Damage Type + === |
| - | (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 (Stackable) | + | *Debuff: |
| - | *Take a dice of damage at the end of each round per bleeding effect | + | *A Bleeding creature takes a number |
| + | ***Cure** | ||
| + | *Receive 10HP of magical healing OR restored to full health | ||
| + | *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' | ||
| - | **Bludgeoning** | + | **Bludgeoning** |
| - | *Break | + | *Debuff: |
| - | *Reduces the threshold for a critical | + | *A Creature suffering from Break has its critical |
| + | *The Break Debuff lasts until the end of the round OR a critical hit is made at which point break status is removed. | ||
| - | **Peircing** | + | **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: |
| - | *Piecing attacks | + | *Weapons dealing piercing damage |
| - | **Fire** | + | **Fire** |
| - | *Burn | + | *Debuff: |
| - | *Creature takes a damage | + | *Creatures suffering |
| + | ***Cure** | ||
| + | *Receive 10HP of magical | ||
| + | *A DC 10 Medicine check using a Healer' | ||
| + | *Long Rest | ||
| - | **Cold** | + | **Cold** |
| - | *Reduce Movement, Dex save debuff | + | *Debuff: Frozen |
| - | *Movement reduced | + | *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** | + | **Lightning** |
| - | *Loose Bonus action | + | *Debuff: Shocked |
| - | *The creatures | + | *Shocked creatures loose their Bonus action |
| + | *Shocked | ||
| **Force** | **Force** | ||
| - | *Forced movement, knock prone, Siege damage | + | *Debuff: Shoved |
| - | *moves the creature | + | *When a Shove debuff is triggered |
| + | *Force Damage deals double damage to objects and Buildings. | ||
| **Necrotic** | **Necrotic** | ||
| - | *Max HP Damage | + | *Debuff: Wither (Stackable) |
| - | *Reduces the Max HP of the creature by 20%, Effected | + | *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 |
| + | ***Cure** | ||
| + | *This Debuff is treated as a **Lingering Injury** | ||
| **Poison** | **Poison** | ||
| - | *Poison status | + | *Debuff: Poisoned (Active) |
| - | *Lasts until a suitable spell is used to cure it or antidote. If poisoned | + | *A Creature |
| + | ***Cure** | ||
| + | *Receive a magical cure from a suitable spell (Lesser Restoration) | ||
| + | *A DC 13 Medicine check using a Healer' | ||
| + | *A DC 23 Medicine Check from another creature. (Situational Determined by the DM) | ||
| **Acid** | **Acid** | ||
| - | *Equipment Damage, Sword, armor items (Including Magic items but they have advantage?) | + | *Debuff: Corrosion |
| - | *Reduces a weapon' | + | *When corrosion is triggered it reduces the creatures |
| - | *Reduces amour' | + | *Destruction |
| - | *Magic items have advantage on the save | + | *If a weapon' |
| + | *if a set of armor or shield | ||
| + | *Magic items have advantage on the save and are not completely destroyed but become un-useable when threshold is reached. | ||
| **Psychic** | **Psychic** | ||
| - | *Mind Break | + | *Debuff: |
| - | *Concentration | + | *Creatures suffering a Mind Break Debuff suffer the following effects |
| - | *If you were concentrating on a spell you cannot cast it until you finish a long rest | + | *If Concentrating |
| - | *Automatically fails the next saving throw needed, This debuf goes away at the end of the next round. | + | *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. | ||
| **Radiant** | **Radiant** | ||
| - | *Main Stat Reduced | + | *Debuff: Punishment (Stackable) |
| - | *Reduces a random | + | *Reduces a creatures highest |
| + | ***Cure** | ||
| + | *The Creature | ||
| + | *Seek holy forgiveness by a cleric or church | ||