Ruleset

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Revision as of 00:47, 13 April 2020 by Asch (talk | contribs) (Character Creation)
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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

New characters should roll for their stat using one of the methods below.

  • Two Strong, Two Good, Two Weak
    ■ Roll 3d6 for two stats, these are your "weaknesses" - areas where your character simply isn't gifted or hasn't focused.
    ■ Roll 4d6k3 for two stats, these are your average stats, neither neglected nor specialized.
    ■ Roll 6d6k3 for two stats, these are your "strengths" - areas where you're either gifted or have heavily invested in.
  • Ability Roll Chart

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.

General

Specialized Skills

In special circumstances, DMs may disallow characters to perform a skill check for skills that their character is not proficient with depending on whether or not it makes narrative sense. This rule makes it so characters cannot outdo specialists simply because of lucky dice roll.

For example, the rogue in the party fails to pick the lock. The barbarian instead tries, despite having no prior experience with such things. In this case, the barbarian should bash the lock with strength or do something else that makes more narrative sense.

Resurrection Challenge

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be. If a skill had already been used in the check, it may not be used again.

After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, permanently increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.

If a spell with a casting time of 1 action is used to attempt to restore life (via the revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and permanently increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.

Lando

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.

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, player characters are always assumed to have stock up on ammunition such as arrows, bolts, bullets, etc. for their adventure while they are in town. For thrown projectiles, it is assumed that player characters spend time after battles to pick them up.

Instead of detailed tracking, the DM simply charges a general fee per week similar to lifestyle cost. Otherwise, people who hire player characters may simply supply them with these items.

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.