Difference between revisions of "Ruleset"

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====Minion & Super Minion====
 
====Minion & Super Minion====
Minions are enemies that only take a single hit to kill regardless of damage dealt. Super minions require 2 hits.
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Minions are enemies that only take a single hit to kill regardless of damage dealt. Super minions require 2 hits to kill.
 
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Drinking a potion during combat takes a '''''bonus action''''' instead of a full action.
 
Drinking a potion during combat takes a '''''bonus action''''' instead of a full action.
 
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====Climbing on a Large/Giant Creature====
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Drinking a potion during combat takes a '''''bonus action''''' instead of a full action.
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[[Category:Meta]][[Category:Dungeon Master]][[Category:Optional Rule]]
 
[[Category:Meta]][[Category:Dungeon Master]][[Category:Optional Rule]]

Revision as of 09:09, 13 April 2020

rules

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

Randomized Ability Score optional rule is used to generate ability stats. Although the point-buy method is still allowed, I strongly prefer that players roll for their character's stats.

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

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.

Multiclassing

Due to the amount of homebrews, you cannot take any level in a class that is not the one you started with.

General

Rule Look-up

If a situation arises where the DM is unclear on how a specific rule works, they should adjudicate it to the best of their ability and look it up after the session. Rule look-up should not happen during play.

Honorable Rule of Cool

The rule of cool allows for oftentimes a really cool narrative-driven moment to happen that might not comply with the rules. Reproducing these moments for mechanical benefits will likely not yield the same effect!

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.

Secret Stealth Check

Stealth checks are rolled 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," (it can be a gal too) 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

Heroic inspiration is used instead of regular inspiration as described in the PHB. Also players may hold up to 3 heroic inspirations under this optional rule.

Skill Challenge

When a complex situation arises that requires multiple steps to complete, the DM may suggest a Skill Challenge. This means that the party must get X number of successes before they reach X number of failures (similar to the death save rolls). If the failure boxes are completed ticked off, the Skill Challenge ends immediately.

  • Starting from the first player that volunteers, each person must make a skill check or take a special action that is relevant to the scene to complete the Skill Challenge.
  • The player attempting the challenge must be able to justify how their skill or action contributes to the goal and must be proficient in said skill.
  • The DC of the challenge roll can range from easy to hard based on the circumstance.
  • Rolling natural 1 will ticks 2 failure boxes.
  • Rolling natural 20 can: tick 2 success boxes or tick 1 success box and remove one failure.
  • Once a skill or a special action has been used, it cannot be used again.

Example: The temple is collapsing, the goal of the Skill Challenge is to escape safely. Player A uses arcana to read magic in the air to detect which direction enemy spellcasters may have ran to to escape. (Success) Player A leads the group a bit closer to the exit.

Combat

General Combat Rules

Advantage and Disadvantage Stack

Advantages and disadvantages may stack. One advantage does not negate multiple disadvantages. The status that's higher in number wins.

Loosely-tracked 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.

Streamlined Spellcasting Materials

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.

Secret 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.

Minion & Super Minion

Minions are enemies that only take a single hit to kill regardless of damage dealt. Super minions require 2 hits to kill.

Custom Enemies

I use a Giffyglyph's Monster Maker to make enemies, as such, many of my enemies are custom-made, following the criteria of that system. Some things players should be aware of:

  • Enemies come in 3 types: Minion, Elite, or Solo. Each one has their own stat scaling based on difficulty.
  • Enemies also come in 7 roles: Controller, Defender, Lurker, Scout, Sniper, Striker, or Supporter
  • Paragon Actions Elite and Solo enemies can use paragon actions to move or perform an action at the end of any other creature's turn.
  • Overkill Some Elite and Solo enemies may have an overkill attack where they will charge up a powerful attack over a turn and unleashes it. There will be ample telegraphing to help players avoid or prevent it.

Bloodied Condition

This is a gamified condition that DM can call for when an enemy's HP is below 50%. Some enemies have special moves that activate when they are in this state.

Variant Combat Actions

Drinking a Potion

Drinking a potion during combat takes a bonus action instead of a full action.

Climbing on a Large/Giant Creature

Drinking a potion during combat takes a bonus action instead of a full action.