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faction:samalternate [2025/12/17 09:04] Cinderfaction:samalternate [2025/12/17 09:54] (current) Cinder
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   *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
   *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.
  
 **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.
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 === 10) D&D 2024, Bonus Feat (NOT ACTIVE)=== === 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** \\ **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.+<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 ===
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 === 13) Varied Physical Damage (NOT ACTIVE)===  === 13) Varied Physical Damage (NOT ACTIVE)=== 
 **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** \\ **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. ++
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 ++ 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** \\
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 === 21) Damage Type + === === 21) Damage Type + ===
-(In Development, not Active) 
  
 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 . 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 .
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   *Debuff: Bleeding (Stackable)   *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.   *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+    ***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!// **Bludgeoning** //Break through their fortitude, Their mind a daze, wide open, Quickly! Make the next strike count!//
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 **Piercing** //Gaps in their armour, openings in their scales. A thin blade with the force of a ram, that aught pierce through!// **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.   *Effect: Partial AC Ignore.
-  *Weapons dealing piercing damage ignore 1 or 2 points of AC.+  *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!// **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    *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.  +  *Creatures suffering a Burn takes 1d6 Burn damage at the start of their turn and once per __round__ when attacked or moved forcibly.  
-    *Removed when receiving at least 10hp of healing or fully healed.+    ***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.// **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    *Debuff: Frozen 
   *A Creature who is frozen reduces their movement speed to 0 and automatically fail dexterity saving throws.   *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.+    *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.// **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   *Debuff: Shocked
   *Shocked creatures loose their Bonus action & Reaction.    *Shocked creatures loose their Bonus action & Reaction. 
-    *The Shocked Debuff ends at the end of the creatures turn.+    *Shocked creatures return to normal at the end of their next turn.
  
 **Force** **Force**
-  *Shoved+  *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__.    *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.   *Force Damage deals double damage to objects and Buildings.
  
 **Necrotic** **Necrotic**
-  *Wither (Stackable) +  *Debuff: Wither (Stackable) 
-  *A Creature suffering a Wither Debuff has their Max HP reduced by 20%. to a minimum of 1 HP +  *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 
-    *This Debuff is treated as a lingering injury and must be cured at an __extended rest__ or LV 8+ curative magic.+    ***Cure** 
 +    *This Debuff is treated as a **Lingering Injury** and must be cured at an __Extended Rest__ or LV 8+ curative magic.
  
 **Poison** **Poison**
-  *Poisoned (Active) +  *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 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 
-    *A Poisoned creature remains poisoned until they are cured using a suitable spell or antidote +    ***Cure** 
-    *Death dose not cure poison, a Creature revived from death will still be poisoned.+    *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** **Acid**
-  *Corrosion +  *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    *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) +  *Destruction 
-  *if armor is reduced to 10AC base the armour is destroyed. (non destroyed but damage armor can be repaired)+    *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 basethe 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.     *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: Mind Break 
-  *Creatures suffering a Mind Break Debuff have their concentration broken automatically. (Spell Concentration) +  *Creatures suffering a Mind Break Debuff suffer the following effects  
-  *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 Concentrating on a spell, have their concentration broken automatically. 
-  *If you were concentrating on a spell you cannot cast it again until you finish a long rest+    *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**
-  *Punishment (Stackable) +  *Debuff: Punishment (Stackable) 
-  *Reduces a creatures highest main stat by 2 points. Treated as a **Lingering Injury** and must be cured at __Extended Rest__+  *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 Lingering Injury. 
 +    *Seek holy forgiveness by a cleric or church (100 Gold per stack) 
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