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House rules

Eric Allen edited this page Jul 9, 2020 · 16 revisions
  1. Starting Feats
  2. Brutal Crits
  3. Cleave
  4. Called Shots
  5. Inspiration
  6. Weather
  7. Travel
  8. Class Specific

Starting Feats

All races start with one feat

Brutal Crits

On a crit, apply maximum damage from all your attack dice, and then roll again.

e.g. my attack is 2d6 + 3. On a crit, I do 15 + 2d6 + 3 damage

Cleave

When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

Called Shots

See: https://www.5esrd.com/gamemastering/alternative-rules-other-publishers/called-shots/

Inspiration

Inspiration is a rule the Dungeon Master can use to reward Players for playing their characters in a way that's true to their personality traits, ideals, bonds, and flaws. You either have inspiration or you don't—you can't stockpile multiple "inspirations" for later use.

Claiming Inspiration

In this session, the DM does not give inspiration. Instead, players claim inspiration.

When your character does something related to their personality trait, ideal, bond, or flaw, you can announce the personality trait, ideal, bond, or flaw your character is drawing from. This lets the DM know you are claiming inspiration.

You can only claim one inspiration per one trait/ideal/bond/flaw. For example, if you claim inspiration using your ideal, you cannot claim inspiration using your ideal for the rest of the session. This means you have 4 chances to claim inspiration per session.

Using Inspiration

If you have inspiration, you can spend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. (You CAN retroactively apply advantage to a roll.)

But why tho?

The goal of this inspiration system is for players to play their character according to their personality trait, ideal, bond, and flaw. If an opportunity presents itself, draw upon your character's traits, and tell the party and DM what you're doing/saying.

For example: "Even though the rest of the party has warmed up to Boblin the Goblin, I keep my eye on him and don't let him out of my sight." (Announces the flaw "I am suspicious of strangers and expect the worst of them.")

If you feel a hard roll coming your way, feel free to call upon your character's traits in the heat of the moment to claim and spend inspiration immediately.

For example, "As the goblin wizard casts his enchantment on me, I stare him down without flinching (invoke the trait "I can stare down a hellhound without flinching"), and I'm spending my inspiration to gain advantage on this Wisdom saving throw..."

Weather

We’ll use this hex flower as a weather generating engine. This thing exists so that Bull has a chance of encountering a storm.

Note: You can use the SKT Campaign Weather Engine of @dvdagames/react-hex-flower-engine to manage this.

Key

  1. Sunny, pleasant
  2. Bright and breezy, light clouds
  3. Partly cloudy
  4. Cloudy and breezy. Chance of light showers.
  5. Partly sunny
  6. Dark and overcast
  7. Steady breezes. Quite windy.
  8. Heavy clouds
  9. Oppressive sun
  10. No change
  11. Lightning + sunshine. Roll for rainbow 🌈
  12. Relentless sun
  13. Heavy constant rain. Reduced visibility. +1 stealth, -1 perception.
  14. Severe heat. Chance of exhaustion.
  15. Severe lightning, high winds. Exposure to the elements is dangerous.
  16. Dark thunder storms. Low visibility.
  17. See 15.
  18. See 15.
  19. Disaster! Zero visibility. If you're outside, immediately roll for environmental damage / exhaustion.

How to use

  1. Start at the bottom hex.

  2. Roll 2d6. Based on the roll, exit out of the hex through the edge indicated by the legend on the center hex.

  3. If you exit off the side of the grid by passing through an edge, then “warp” around to the hex opposite that edge, unless that exit is blocked by a red x, in which case your move is illegal and void. This introduces the possibility of a “chaotic leap” in the weather patterns.

  4. Landing on the center hex means no change to the current weather.

  5. You can roll for weather a minimum of once a day and a maximum of three times a day (once every 8 hours; or morning/day, afternoon/evening, and night).

Note on severe weather: The two lobes of moderate weather should probably come with a risk of minor penalty, i.e. a change of exhaustion or a -1 to perception. The band of severe weather should have a high chance of a minor penalty, or a small chance of a major penalty. Hex 19, the disaster, should have immediate consequences.

Note on adapting the weather: The heat/sun lobe of weather should probably be changed to represent extreme cold. This is the Savage Frontier in winter after all.

Travel

See: travel

Class Specific

  • Rangers: can change their favored terrain and favored enemy on level up.
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