Cancellation Policy
A campaign session will be played so long as more than half the participating players are present.
Rolling Ability Scores
When rolling Ability scores, players will roll 4d6 and drop the lowest die for each attribute.
Rolling Hit Dice at Level Up
When rolling Hit Dice at level ups, players will roll their hit die with advantage.
Crit Damage
When you have a critical hit on an attack, the damage roll formula is as follows:
Max Damage Dice + Damage Dice Roll + Ability Score Modifier
For example, damage for a critical hit with longsword attack with a +2 strength modifier would be:
1d8 + 8 + 2
The damage includes all dice that cause damage during the attack, including features.
I know Someone
In any situation (where it makes sense), a PC can declare “I know someone,” and then quickly sketch that NPC & the relationship. Fewer details are usually better - that leaves room for the DM & PCs to play. Upon declaration, the NPC exists. Then, when the PCs try to interact with the NPC, the player who created that NPC makes a Charisma roll to see how the NPC reacts. Depending upon the situation, the DM may decide advantage/disadvantage applies.
No Opportunity Attacks
To encourage more dynamic and interesting combat, opportunity attack rules will not be used. Player character features that leverage this mechanic will still be honored.
Inspiration
Inspiration will be used during the game, with these changes:
- Any inspiration possessed by a player can be given to another player.
- The DM is not responsible for handing out inspiration, instead players will reward it to one another.
DC Gray Zones
When a DC is set for a skill check or attribute check, rather than being a pass or fail, the DM will use a sliding scale.
Delayed Falling
When a creature falls 10 feet or more, the creature can choose to delay their fall until the end of their next turn or current turn, whichever comes first.
Boss Actions
Boss Actions strive to make combat encounters feel diverse, dynamic, and grand. They shift the players’ objective from “deal the most damage to the monster” to a completely different goal, keeping fights more interesting and ever-changing to play and making enemies feel more threatening, more of a “boss” encounter.
Boss Actions consist of two phases:
- A Tell, where the Boss Action starts. The Tell does not inflict any damage. Instead, it is a hint for the player as to what the Boss Action will do once it’s resolved and how to stop it.
- A Resolution, when the Boss Action ends. If the players have not neutralized or mitigated the Boss Action, the actual effect of this action will resolve in this phase.
- All Boss Actions can be either neutralized or mitigated. The point of the Tell phase is for the players to figure out how to neutralize or mitigate the action before it reaches the Resolution stage. If the players don’t manage to neutralize or mitigate a Boss Action, the Boss Action simply triggers.
Long Rests
Long Rests in the 5e ruleset are a crucial mechanic for recovery. That being said, they also have a tendency to kill any tension in a scene or encounter. The aim of this house rule is to curb this tendency.
A long rest can be attempted in any location, but locations are placed into two categories: Safe Zones and Danger Zones. Each is outlined below.
Safe Zones
These areas are, well, safe. They follow the rules as written. You can freely take a long rest here and expect to wake up bright eyed and bushy tailed in 8 hours.
Danger Zones
These are areas deemed dangerous by the GM for one reason or another, or maybe several. Reasons could range from nearby enemies, environmental hazards, to reasons unknown to the players. When the intention of a long rest is expressed in a danger zone, the players will be told they are in a danger zone and make a choice as to proceed or not.
If the party chooses to long rest in a danger zone, the party will appoint one player to make a Survival check. The DC starts at 12, but will be modified by the GM, taking into considerations any dangers present, but also any ways in which the party mitigates those dangers. Meeting or beating the DC, will award the players a long rest. Rolling under the DC, will have the outcome outlined in the table below.
Long Rest Table
| Roll compared to DC | Long Rest Effect |
|---|---|
| equal or greater than DC | The party takes a normal long rest. |
| 1-4 below DC | The party only achieves a short rest. |
| 5-9 below DC | After a restless time, the party takes a level of exhaustion. |
| 10-14 below DC | Consequences at the GM’s discretion. |
| 15+ below DC | Worse consequences at the GM’s discretion. |