House Rules

Story is everything.

  • I’ll warn you right now – I am a Storyteller-style DM. That means that, in my sessions, we’re telling a story. If you’re a rules-lawyer, that’s fine; but accept the fact that story will trump rules every time. If you’re a power-gamer or a min-maxer, that’s fine, too; be ready for shorter combats and longer periods of roleplay & story than most hack & slash campaigns. If you get bored reading epic fantasy novels that are rich in description and character development, you will likely be bored in my game sessions as well. If you thrive on adventure and fantasy, you’ll be right at home.

Have fun.

  • The point of the game is to have fun, please always keep that in mind. Your behavior can affect the enjoyment of others. If your player dies, it is not the end of the world, this is a game of high magic with resurrection, raise dead, and divine intervention. The end is not always the end. If you react poorly, though, your character is much more likely to remain dead.

The Dungeon Master’s word is law.

  • It is okay to disagree with a DM’s decision. You are more than welcome to calmly make your case, preferably during breaks or between game sessions. You can include any relevant rules from the books. If you have ideas to add to the campaign, I’m eager to hear them.
  • It’s one thing to disagree with a DM decision. It’s another to challenge the DM’s authority blatantly in front of everyone. If you have an issue or a concern, discuss it with me in private; not in the middle of the session in front of everyone else.
  • Any alterations or additions to the rules that are used as house rules that come up as the campaign progresses will be added to this page.
  • Players are welcome to ask for things to be added to these house rules, homebrew or 3rd party additions, on a case-by-case basis. Items, spells, NPCs, classes, etc. are all welcome requests. These are all dealt with on a case-by-case basis. If I tell you no, there’s usually a decent reason for it, and some times I’ll allow things on a “trial basis.” There’s never any harm in asking _

Post-Game Campaign Maintenance

  • All Players are strongly encouraged to keep their character info on this site updated.
  • There will also be further volunteer tasks for the campaign that players will be able to assist with to earn extra in-game rewards.
  • After a session, players are requested to stay a few minutes instead of bolting for the door, and help with takedown/cleanup.

Buying Takebacks

  • If a player states their character performs an action or says something then wishes to retract that decision due to forgetting a piece of vital info, they can purchase this for 10XP. If this is abused and used too often, the XP cost will be raised firt to 25XP, then 50XP. This XP cost is for each individual thing the player wants to take back.
  • Combat actions, skill checks, and saving throws cannot be taken back like this, only RP actions and dialogue

Character Backstories and NPCs

Because a recent attempt to start a campaign ended badly when a player refused to accept this, I’m adding this here:

  • Players are welcome to be as creative as they want with their backstories and character development, as long as their creations are able to be fit seamlessly into what is already established in the campaign.
  • As the campaign setting is an evolving homebrew setting, there is a lot of the campaign world that is open to be created as we play. That said, there are NPCs and areas which are established. If your character background uses any of these NPCs and areas, you are not allowed to simply make up whatever you want involving any campaign established NPCs; your backstory must fit within what is already established. Additional new NPCs can be created by players and donated to expand and enhance the campaign.
  • Players will each be given a personalized handout of all the pertinent NPCs, locations, and info their characters would have. You are welcome to use this info as part of your character’s backstories; but any changes to the NPCs, relationships, or locations must be approved by the DM. Players cannot change things about any established major NPCs without DM approval. You may not demand the DM tell you only pieces of info about NPCs or locations then let you write whatever you want about them. You will be given handouts and time before the first actual gaming session to mesh your character’s backstory into the existing world, and any pushing of the DM to give you partial info so you can make up your own stuff will be refused. Harshly.

Character Leveling

  • All changes to character sheets due to level gains need to be done between game sessions, and XP will be given after the end of a game session.
  • New spells/abilities – player rolls a percentile; it takes them that many days + class level of “down time” (training/practice/experimenting) to learn the new spells/abilities enough for use. (We may change this to a D10 instead of a percentile.)

Assisting the DM

  • Additional rewards can be negotiated from the DM by assisting with things like writing the Adventure Log, keeping track of maps, and other optional tasks. Feel free to offer suggestions to the DM.

Passing Notes

  • As we will be using Discord for online chat while playing, direct messages will replace paper notes when passing notes to the DM or vice versa. At times when the DM needs to address more than one player away from the group, a Whisper voice channel has been set up for this. THIS IS NOT AN AFK OR OFF-TOPIC CHANNEL.

Non-reality.

  • This is a game. A character’s actions are not the same as those of a player. Your best friend may be playing a ruthless rogue character and stab you in the back. This does not mean that your friend would betray you, s/he was role-playing her/his character! Please keep events done in the game separate from real life relationships.

Spreading the love.

  • Can you invite others to hang out and watch game night? Yes! Be sure to always tell the Dungeon Master at least a few hours BEFORE game night, as well as the person whose house we are meeting at to play, so we can make sure we accommodate them properly. The DM may have plans for the group, so don’t spring a guest on him unannounced! Any guests brought without proper notice beforehand will not be able to stay during the game session.
  • New players to bring into the game will be also subject to DM approval; space is limited, so we won’t have a lot of room for additional players.

Combat

  • Players, as a group, have 120 seconds (this time limit is under testing) at the start of each round to determine their actions for the round, then the round is played out. If any player is unable to decide on their action within that 120 seconds, they are “indecisive” (make no actions and are considered fighting defensively only) for that round.
  • Please roll attack and damage dice at the same time to speed up combat.
  • Initiative Variant: Speed Factor (DMG p. 270) – Each round players first choose actions, then roll initiative, then carry out their actions.
  • Holding your action is highly recommended when unsure of the abilities or attacks of any enemies being faced. When a player holds their action, they must pick an enemy target to watch; otherwise, a player may hold their action to use at any time by using their Inspiration if they have it.
  • Critical Hits/Fumbles – We will be using the critical hits deck and critical fumbles deck to determine the effects of crit hits/fumbles rather than the typical PHB system, though we will be play testing ways to combine this with the “Lingering Injuries” optional rules. These decks are card packs I purchased, and I will draw a card each time a crit is confirmed.

Healing

  • “Lingering Injuries” optional rule (DMG pp. 272)
  • Broken arm/leg – Same effect as “Limp” or “lose arm/hand,” as appropriate. Heals same as “festering wound.”

Other optional Rules we’re using:

  • Inspiration & Bards: Bards can award inspiration to another player with a DC 16 Charisma check Once per session an action, but only when outside of combat or encounters, and only if no party members currently have Inspiration. (This rule is currently in play testing and is subject to change or removal.)
  • Hitting Cover (DMG p. 272)
  • Cleave (DMG p. 272)
  • Action Options (DMG p. 271)
  • Morale (DMG p. 273)
  • Massive Damage (DMG p. 273)

This page is a WIP.
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House Rules

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