5E HOUSE RULES & CLARIFICATIONS

 

5E HOUSE RULES & CLARIFICATIONS

COMPONENT POUCH (PLAYTEST)
To encourage use of material components as a narrative device in-game, I have proposed the following rules used to augment spells employing material components.

1. Player must own a component pouch. Each component pouch has a Die rating (D4 is default for the listed price in the PHB).
2. Spells using this rule must have Material Component (M) listed as one of its elements. As long as the material component doesn't list a material cost or isn't directly consumed by the spell, it can be used to augment the cast spell in some specifically defined way.
3. The player must narrate/describe how they use the material component when casting the spell.
4. Spells that require an attack roll are at Advantage. Spells that require the target make a D20 test impose Disadvantage on the check. Spells that use material components, but require neither, will be augmented in some other way, as determined by the DM.
5. Once the spell has been successfully cast, the player rolls the appropriate die for the associated Die rating for their pouch. On a result of "1," the components for that spell are used up. They must use their arcane focus instead for any future casting of that spell until there is a chance to replenish it.

DYNAMIC INITIATIVE
Replaces Standard Initiative as outlined in the PHB.

1. Determine who goes first in the encounter. The DM will select the method for determining this based on the situation.
2. Whoever goes first, acts and then chooses which player or DM creature goes next.
3. Each player or the DM (on their turn), acts and then chooses who goes next.
4. Repeat the procedure until each player or DM creature has had a chance to act in the current round. The last player (or the DM, if they are the last to act), chooses which player or DM creature goes first in the new round. Whoever goes last in the round can choose themselves to go first in the new round.

HALF XP
The purpose of this rule is to encourage players to resolve conflicts without necessarily resorting to violence and killing everyone instead. Finding peaceful ways to resolve conflicts, circumventing them, permitting demoralized opponents to flee, etc. These all warrant award of half XP for those creatures or that challenge.

HEROIC INSPIRATION
Only one Heroic Inspiration can be used to reroll any D20 test.

KNOWLEDGE SKILLS
History: Additionally includes knowledge about the law, manners, and heraldry.
Religion: Additionally, includes knowledge about various philosophical systems.

PLAYER XP
Experience Points are awarded to the player, not the character. Players can save up their XP or spend them on any characters they may own to advance them in level. However, once XP is added to a character sheet, the change is permanent, and those XP are lost if the character dies. Advice: Don't spend XP on a character unless it levels them up!

STANDARD STORY AWARD
So, I give out XP as an incentive to encourage certain player actions. The Standard is 25 XP. I give them out for participation, record-keeping for the team, writing story recaps, etc. (
I will also give them in multiples of 25 XP for milestones achieved within the game itself.)

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