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play:rules:homebrew_rules [2022/05/08 15:04]
quippy
play:rules:homebrew_rules [2022/05/24 22:13] (current)
admin ↷ Page moved from rules:homebrew_rules to play:rules:homebrew_rules
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 ====== Homebrew Rules ====== ====== Homebrew Rules ======
  
-**Character Creation:**+==== Characters and Stats ====
  
 +=== Character Creation ===
 +  * Everyone gets a starting Feat.
 +    * Variant Human's do not get an extra Feat.
 +  * Everyone starts with 1 DM Inspiration.
 +  * Everyone starts with normal starting gold, +1d4x10.
 +    * For example, if your class's starting gold is 3d4, then you get 4d4
  
-Everyone gets starting feat.+=== Intelligence Modifier === 
 +When your Intelligence Score changes permanently, such as from an Ability Score Increase, an equipped Magic Item, or permanent Ability Score Damage, you may gain or lose the following: 
 +  * For every positive modifier to your Intelligence, add //either// one language, one skill proficiency, or gain expertise in skill you are proficient in. 
 +  * For every negative modifier to your Intelligence, subtract //either// one language, one skill proficiency, or lose expertise in a skill you are proficient in.
  
-Everyone starts with 1 DM inspiration. +Note that if you already have a positive modifier, and that modifier is reduced (for examplefrom +4 to a +3)you will lose the extra languages/proficiency that would have been gained by having the higher modifier.
- +
-**Intelligence Modifier:** +
- +
-For every positive modifier to your intelligenceadd either one languageone skill proficiency or gain expertise in skill you are proficient in. +
-     +
-For every negative modifier to your intelligencesubtract either one language, one skill proficiency or lose expertise in a skill you are proficient in.+
          
    
-**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 and Restrictions === 
 +  * **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 granting Advantage, a deck of cards is used. Roll the die, and randomly pull a card from the deck. Apply one of the following modifiers to your roll, based on the card pulled: 
 +    * **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/request. 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/request.
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play/rules/homebrew_rules.1652036656.txt.gz · Last modified: 2022/05/08 15:04 by quippy