Ruleset

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Revision as of 01:57, 13 April 2020 by Asch (talk | contribs) (General)
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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 Tables

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 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.

I know a guy

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 Inspirations

Heroic inspirations are earned when players make choices to stick to their character's background and beliefs, creating drama or conflict that make their character's lives more interesting (i.e. cause bad things happen to their character). Other times, they are earned for great roleplay and great jokes or other things that improve the fun of everyone at the table. However, if you begin a session without a inspiration, you gain one.


General Uses
You can use a heroic inspiration to do one of these things:

  • Advantage. You gain an advantage, which you can use on yours or another character's ability check, skill check, attack, or saving throw.
  • Disadvantage. You impose an disadvantage on an opponent's ability check, skill check, attack, or saving throw.
  • Inspired. If your character is actively working toward solving a mystery of some kind and have exhausted all of their avenues, they may gain a flash of inspiration through insight that helps them solve this issue. This ability should be used in good faith to avoid abuse!
  • Defy Fate'. Every person in the group can pool their heroic inspirations together to overrule the DM. "No it doesn't happen that way."

Limit Break
You may also use heroic inspirations to activate a Limit Break, which can only be used when your health drops below a specific threshold.

  • Fury (50%) You can turn an attack roll into an unnatural critical hit.
  • Double-take (50%) You gain an extra reaction.
  • Last Stand (20%) You gain another action during your turn. You may only use this ability once per long rest.

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.