This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
play:rules:homebrew_rules [2022/05/08 15:03] quippy |
play:rules:homebrew_rules [2022/05/24 22:13] (current) admin ↷ Page moved from rules:homebrew_rules to play:rules:homebrew_rules |
||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== Homebrew Rules ====== | ====== Homebrew Rules ====== | ||
| - | Character Creation: | + | ==== Characters and Stats ==== |
| + | === Character Creation === | ||
| + | * Everyone gets a starting Feat. | ||
| + | * Variant Human' | ||
| + | * Everyone starts with 1 DM Inspiration. | ||
| + | * Everyone starts with normal starting gold, +1d4x10. | ||
| + | * For example, if your class' | ||
| - | Everyone gets a starting feat. | + | === Intelligence Modifier === |
| + | When your Intelligence Score changes permanently, | ||
| + | * For every positive modifier to your Intelligence, | ||
| + | * For every negative modifier to your Intelligence, | ||
| - | Everyone starts with 1 DM inspiration. | + | Note that if you already have a positive modifier, |
| - | + | ||
| - | Intelligence Modifier: | + | |
| - | + | ||
| - | For every positive modifier | + | |
| - | + | ||
| - | For every negative modifier | + | |
| | | ||
| - | Leveling: | + | === Leveling |
| + | * **Hit Points** Roll twice and take the higher number, if both rolls are lower than average, take the (high) average. | ||
| + | * **ABI and Feats** When you level and are given the option of taking an Ability Score Increase or a Feat, you can take both, provided you have spent in game time working on gaining that Feat. | ||
| - | Hit Points: Roll twice and take the higher number, if both rolls are lower than average, take the average. | + | === Feats Changes |
| + | * **Lucky** Luck points do not give advantage on a roll but instead use the same rules as DM Inspiration. | ||
| - | When you level and are given the option of taking ASI or a feat, you can take both, provided you have spent in game time working on gaining that feat. | ||
| + | ==== During the Game ==== | ||
| + | === Natural 20 === | ||
| + | Rolling a Natural 20 automatically succeeds. | ||
| - | | + | === DM Inspiration === |
| - | DM Inspiration: | + | * Instead of DM Inspiration |
| + | * **Pip Cards** Add the face value to the base roll. Example: Drawing the 7 of Diamonds would add +7 to the roll. | ||
| + | * **Face Cards** Add +10 to the base roll. Example: Drawing the Queen of Hearts would add +10 to the roll. | ||
| + | * **Ace** Convert the base roll into a Natural 20. This counts as an automatic success. | ||
| + | * **Joker** Convert the base roll into a Natural 20, but a Twist of Fate also occurs as a result. This counts as an automatic success, but may come with strange, unnatural, and long-term consequences as determined by the DM. | ||
| - | Instead of DM Inspiration granting advantage, a deck of cards is used. Randomly pull from the deck and the card pulled will add to your roll. | ||
| - | Pip cards are equal to their value, face cards are 10, aces are a Nat 20. Joker cards will allow you to exactly meet the DC you need to succeed, but cause a twist of fate to happen as a result. | + | === I Know a Guy === |
| - | + | ||
| - | + | ||
| - | I Know a Guy: | + | |
| Once per session at any time (where it makes sense to), a player can say "I know a guy" and quickly sketch out an NPC and their relationship to that character. Then the player must make a Charisma roll to see how well that NPC reacts to the situation/ | Once per session at any time (where it makes sense to), a player can say "I know a guy" and quickly sketch out an NPC and their relationship to that character. Then the player must make a Charisma roll to see how well that NPC reacts to the situation/ | ||
| - | |||