House Rules

Herewith are the “house rules” as of the second day of January, 2017:

  1. Ammo and components are not recorded, no one seemed interested in in-depth menial tally marks and inventory calculating. Ammunition is recorded only in significant battles, it is otherwise considered unlimited but cannot be sold as such.
  2. Int and Wis modifiers apply to initiative in addition to the Dex modifier. Int and Wis representing tactical mindfulness and reading an enemy respectfully.
  3. There is no currency value other than gold. Anything that costs less than a gold piece is either rounded up into quantities to equal 1 gold piece or not recorded.
  4. If attacking an opponent who is engaged in melee with an ally and doing so with a ranged weapon you have disadvantage on the roll.
  5. You can not pass through a space occupied by an enemy NPC.
  6. If rolling against an ability/skill DC, if you are within 1-2 points of success, you still succeed with minor consequence. Succeeding with 2 points or under is up to the DM’s discretion and not a guarantee.
  7. PC’s may add minor detail to an environment if they wish (windows to a building, barrels and stands in the street, particular art on walls, random NPC’s). Such detail cannot be of significant scene altering value (buildings on fire, magic items found in pockets, etc.) PC’s may trade a DM granted “Inspiration Die” to add a more influential detail to the scene (guard is married to a family member, rats infesting a food supply, a North star in the night sky if lost, etc.)
  8. In combat, you have 30 seconds to make your decision to keep combat fluid and have no one waiting for extended periods of time to take their turn.
  9. In combat, you roll your ATK die and your damage die simultaneously.
  10. Minimize discussion of integral hit points or remove them from conversation if possible
  11. No health potions. Though, once per long rest, a flask of hard liquor works as a potion would “healing” for an amount equal to its rarity. PC must roll a Con Save 13 or risk becoming drunk (reflavor of poisoned condition).
  12. X (removed)
  13. Everyone at the beginning of their character arc is presented with a Divine Intervention token and it is their only token until the end of their character arc. It is considered a call to a higher power to aid them in anything they desire regardless of difficulty. Which deity and what the deity wants in return is up to the DM’s discretion.
  14. Full Casters receive their class’s “flavor cantrip” without it counting against their number of cantrips known.
    • Wizards, Sorcerers, Bards – Prestidigitation
    • Clerics – Thaumaturgy
    • Druids – Druidcraft
    • Warlocks – Prestidigitation, Thaumaturgy or Druidcraft depending on patron of choice
  15. In character is the default role. You say it, you do it. If a player mentions any kind of “roll” (who is good at religion? They should roll on that shrine) they must make the roll. Functional call and response is allowed.
  16. Make 2 attempts at any check, no more or it becomes a mandatory “take 20”
  17. Death saving throws are made behind the DM screen. DM or DM and PC’s eyes only.
  18. Minimum 10 dmg. from one source to even consider making a Concentration check
  19. When knocked unconscious, add 1 level of exhaustion (cumulative) if revived. Adds reality to yoyo of awake/unconscious.
  20. [no longer applicable] Rolling for initiative, Nat 20 grants advantage on first action, Nat 1 grants disadvantage.
  21. 1 min of roleplaying required while traveling
  22. Dice on the floor equals Nat 1
  23. Surprise Attack, Attack happens, Roll Initiative
  24. Nat 20 on a save, if damage is to be taken, no damage is taken instead
  25. When it comes to passing out/ getting knocked out in the heat of battle ie, hen your HP reaches “0”, a chart of 0 HP injuries will be rolled against to represent your vulnerability to being attacked when weakened or the severity of the attack itself. The chart includes some effects that may last after battle (even permanently).