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Revision as of 04:01, 13 April 2020

Asch's Homebrew Rules
These are the homebrew rules I personally use in my games. These personally work well with the homebrews in this wiki. Keep in mind that many of these rules empower player characters, so DM accordingly.
As a DM, you don't have to use them. Feel free to pick and choose what to use in your depending on your need. Make sure to let your players know during session zero what homebrew or variant rules you will use.
Character Creation
Ability Stats Generation
Although the point-buy method is allowed during character generation, I strongly prefer players to roll for character stats using the Randomized Ability Score optional rule.
Improved Intelligence
You gain additional proficiency at the specified Intelligence score.
| INT | Benefits |
|---|---|
| 11 | You acquire a tool proficiency |
| 13 | You acquire a skill proficiency |
| 15 | You acquire a language |
| 17 | You acquire a tool proficiency |
| 19 | You acquire a skill proficiency |
Multiclassing
Due to the amount of homebrews, you cannot take any level in a class that is not the one you started with.
Versatile Warlock
Magisphere Warlock uses Intelligence as their primary class ability. However, you can switch it back to Charisma if it fits your character narratively.
General
Specialized Skills
In certain circumstances, DMs may disallow characters to perform a skill check for skills that their character is not proficient with based on whether or not it makes narrative sense. This rule aims to reduce non-specialists outdoing specialists due to lucky dice rolls.
For example, the barbarian with 8 intelligence without arcana proficiency cannot make an arcana check to determine the magical significance of the rare artifact. Narratively, it doesn't make sense.
Stealth Rolls
Stealth rolls are done in secret, visible only to the DM. The players will know whether or not their sneaking or hiding attempt is successful while they perform their action.
I know a guy
Once per level in any situation (where it makes sense), a player character can declare "I know a guy," and then quickly sketch that NPC and the characters' relationship. Fewer details are usually better to leave room for the DM and player to play.
Upon declaration, the NPC exists. Then, when the player characters try to interact with the NPC, the player who created that NPC must makes a Charisma roll to see how the NPC reacts. Depending upon the situation, the DM may decide advantage/disadvantage applies.
Heroic Inspiration
Instead of regular inspiration as described in the PHB, I use my own heroic inspiration optional rule. Players may hold up to 3 heroic inspirations.
Combat
Drinking Potions
Drinking a potion during combat takes a bonus action instead of a full action.
Stacking Advantages and Disadvantages
Advantages and disadvantages may stack. One advantage does not negate multiple disadvantages. The status that's higher in number wins.
Ammunition
For the ease of play, characters are always assumed to have a decent stock of ammunition such as arrows, bolts, bullets, spears, shurikens, etc. on them and are assumed to resupply whenever they are in town. Characters are also assumed to spend a bit of time to recover ammunition after each battle. Through this rule, ammunition is not closely tracked. Instead, the DM may simply charge an upkeep fee per week similar to lifestyle cost.
Spells: Material Components
For the ease of play, the DM may simply charge gold cost on spellcast for material components of spells that has associated gold cost. DM may rule some materials as rare and requires finding or purchasing during play; this is to prevent the abuse of powerful spells such as hero's feast.
Death Saves
Death saves are rolled in secret, visible only to the DM, who will announce whether or not a character had passed or fail once all the rolls have been made.