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 [2022/05/09 12:28] cyrixus |
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 === |
| + | | ||
| + | * Variant Human' | ||
| * Everyone starts with 1 DM Inspiration. | * Everyone starts with 1 DM Inspiration. | ||
| + | * Everyone starts with normal starting gold, +1d4x10. | ||
| + | * For example, if your class' | ||
| === Intelligence Modifier === | === Intelligence Modifier === | ||
| - | | + | When your Intelligence Score changes permanently, |
| - | * For every negative modifier to your intelligence, subtract //either// one language, one skill proficiency, | + | |
| + | * For every negative modifier to your Intelligence, subtract //either// one language, one skill proficiency, | ||
| + | |||
| + | Note that if you already have a positive modifier, and that modifier is reduced (for example, from a +4 to a +3), you will lose the extra languages/ | ||
| | | ||
| === 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 (high) average. | + | === Feats Changes and Restrictions |
| - | + | ||
| - | 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. | + | |
| - | + | ||
| - | === Feats === | + | |
| * **Lucky** Luck points do not give advantage on a roll but instead use the same rules as DM Inspiration. | * **Lucky** Luck points do not give advantage on a roll but instead use the same rules as DM Inspiration. | ||
| ==== During the Game ==== | ==== 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 | |
| - | Instead of DM Inspiration granting Advantage, a deck of cards is used. Randomly | + | * **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. | |
| - | 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 | + | * **Ace** Convert the base roll into a Natural |
| + | * **Joker** Convert | ||