Post by Karrgos on Apr 3, 2021 14:57:42 GMT
Currently I’m compiling a list of homebrew rules for the game.
Some homebrew rules are not listed for surprise/ storytelling value. I can make them all available if requested.
• Critical hits can cause max dice damage for your basic weapon attack and you roll the extra granted by the crit. Each player can choose to use this or not but once the dice have been rolled, that is the damage delt.
• Taking a potion for yourself is a bonus action.
• Flanking is in play.
• Every character has one 18 stat to start off with.
• To help another character with a skill check, you must be proficient in that skill or use another skill you are proficient in to help and justify it in game. To use another proficient skill to help, you must pass as skill check of your own.
• If you role play and invest in your character learning in game, your character can learn skills/abilities not limited to their class or feats given.
• Two handed weapons using strength deal the damage die and 1.5 their strength modifier.
• The Luck feat is not allowed in game.
• Talks round the campfire; when taking a long rest on the road, a player tells a story about their character. Either; a story of love, a story of pain, a story of loss or a story of gain. These don't have to be true...
• When incitive is rolled, players have roughly 5 minutes to talk among themselves before the start of the first round. At the end of each round players are allowed another 3-5 minutes to talk among themselves. On each turn, every player has roughly 1 minute to think on what their character would do not including clarifications within reason. If the player doesn’t take their turn within that time, their character will take the dodge action.
• If a player has been around languages that they are not fluent in. They can make a presential role with a DC based on their past experience. If they roll bellow the DC, they can roughly understand what’s being said. This only applies to a spoken language.
• Inspiration stacks and can be used after the initial roll has been declaired.
Some homebrew rules are not listed for surprise/ storytelling value. I can make them all available if requested.
• Critical hits can cause max dice damage for your basic weapon attack and you roll the extra granted by the crit. Each player can choose to use this or not but once the dice have been rolled, that is the damage delt.
• Taking a potion for yourself is a bonus action.
• Flanking is in play.
• Every character has one 18 stat to start off with.
• To help another character with a skill check, you must be proficient in that skill or use another skill you are proficient in to help and justify it in game. To use another proficient skill to help, you must pass as skill check of your own.
• If you role play and invest in your character learning in game, your character can learn skills/abilities not limited to their class or feats given.
• Two handed weapons using strength deal the damage die and 1.5 their strength modifier.
• The Luck feat is not allowed in game.
• Talks round the campfire; when taking a long rest on the road, a player tells a story about their character. Either; a story of love, a story of pain, a story of loss or a story of gain. These don't have to be true...
• When incitive is rolled, players have roughly 5 minutes to talk among themselves before the start of the first round. At the end of each round players are allowed another 3-5 minutes to talk among themselves. On each turn, every player has roughly 1 minute to think on what their character would do not including clarifications within reason. If the player doesn’t take their turn within that time, their character will take the dodge action.
• If a player has been around languages that they are not fluent in. They can make a presential role with a DC based on their past experience. If they roll bellow the DC, they can roughly understand what’s being said. This only applies to a spoken language.
• Inspiration stacks and can be used after the initial roll has been declaired.