Difference between revisions of "Dusken Glade House Rules"
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* '''Work:''' as normal | * '''Work:''' as normal | ||
===House Rules=== | ===House Rules=== | ||
− | * '''[[Running a Business Downtime|Running a Business]]:''' Rules for running a business, legal or otherwise. | + | * '''[[D&D5e Running a Business Downtime|Running a Business]]:''' Rules for running a business, legal or otherwise. |
− | * '''[[Information Network|Establish or Use Information Network]]:''' Rules for fostering information networks, and using them to gain clues about what is going on or to spread rumors. | + | * '''[[D&D5e Information Network|Establish or Use Information Network]]:''' Rules for fostering information networks, and using them to gain clues about what is going on or to spread rumors. |
+ | |||
==Healing Rules== | ==Healing Rules== | ||
There are multiple ways for characters to gain the benefit of non-magical healing. | There are multiple ways for characters to gain the benefit of non-magical healing. |
Revision as of 18:14, 4 January 2019
Downtime Actions
Unless otherwise indicated, this campaign uses the Downtime Activities from Xanathar's Guide to Everything. This campaign explicitly uses Rivals, who will be created as part of character creation.
Player's Handbook
- Crafting: as normal
Xanathar's Guide to Everything
- Buying a Magic Item: In the setting of Waterdeep, alter this activity in the following ways:
- Reduce the cost to search for them to 50gp. The cost to gain bonuses to the roll remains the same.
- Gain a +5 on the Resolution check, due to increased availability of items in Waterdeep.
- Carousing: Carousing can be used to generate either Contacts or Rumors.
- When seeking Rumors, a character who successfully carouses generates a number of rumors equal to 1 + his Carousing Contacts.
- Craft a Magic Item: In this setting, crafts skill itself of great enough puissance is enough to impart magic into an item.
- The craftsfolk must still use a material appropriate to the item in question, of course. As such, it is not uncommon for adventurers to be commissioned to seek out a source of such materials for craftsfolk working to create such items.
- Crime: as normal.
- Gambling: as normal, except that a character may choose to cheat at some point, replacing one of the checks with a Dexterity (Sleight of Hand) check.
- Cheating increases the potential for complications to 20% however.
- Relaxation: Characters recover one Hero Point for each workweek of this activity.
- Religious Service: Characters recover one Hero Point for each favor they generate from this activity.
- Research: Research can be used to research new spells and magical item schema alike.
- Spells: This check is performed at a penalty equal to the level of the spell in question, and requires the accumulation of a number of pieces of lore equal to the (level x2), or just one for cantrips. Once researched, the cost for scribing the spell into a spellbook must still be paid.
- Schema: This check is performed at a penalty based on the rarity of the item, and requires the accumulation of a number of pieces of lore based on the rarity, as follows: Common (-0, 1 piece of lore), Uncommon (-2, 3 pieces of lore), Rare (-4, 6 pieces of lore), Very Rare (-6, 12 pieces of lore). Researching Legendary schema is not possible, although completing a Research for a Very Rare one will give a researcher the knowledge of where to do (and thus, what quest to undertake) to find that schema.
- Scribing a Spell Scroll: as normal
- Selling a Magic Item: as normal
- Training: as normal
- Work: as normal
House Rules
- Running a Business: Rules for running a business, legal or otherwise.
- Establish or Use Information Network: Rules for fostering information networks, and using them to gain clues about what is going on or to spread rumors.
Healing Rules
There are multiple ways for characters to gain the benefit of non-magical healing.
During Encounters
- Healing Surge: As an action, you may spend a Hero point to roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.
Short Rest
- Tending Wounds: There are two ways to end wounds by characters during a short rest.
- Healer's Kit: You may use one use of a healer's kit to allow you to spend as many of your Hit Dice as you like to recover hit points. You may use this on yourself or on someone else. This constitutes both of your actions during the short rest.
- Medicine Check: Alternately, another character may make a Wisdom (Medicine) check while working on you during the short rest. This is a DC 12 check, and constitutes both of your actions during the short rest. You may make a check for yourself, but this check is made at disadvantage.
Long Rest
- Recuperating Strength: During a long rest, characters recover up to half of their Hit Dice.
- Healing Rest: During a long rest, you may spend as many Hit Dice as you like in order to recover hit points. This comes about as a natural part of the long rest.
Lingering Injuries
- Anytime one of the following occurs, check for Lingering Injury, using that chart in the DMG.
- When a character takes a critical hit.
- When a character drops to 0 hit points, but isn't killed outright.
- Make a save based on the potential Lingering Injury; this is a Constitution save, DC 10 + the proficiency bonus of the attacker.
Hero Points
- A character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level.
- Gain Advantage: A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw to make that check at advantage.
- Gain a Reroll: On a failed roll, the player may spend a hero point to re-roll.
- Healing Surge: As an action, you may spend a Hero point to roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.
- Heroes can gain additional Hero Points through Social Traits.
Social Traits
- Personality Traits: These are simply quirks and habits of the character. They do not gain Hero Points.
- Bonds: These are the entities, places, and things that that character holds dear.
- Ideals: These are the personal beliefs and philosophies that drive the character's decision making.
- Flaws: These are the limitations, weaknesses, vices, and phobias that inhibit the character in some way.
Player-Generated Difficulties
- When you roleplay your character's decision making with these in mind, you can gain additional Hero Points.
- You must make a decision that is unwise, tactically unsound, or otherwise causes difficulties for you or the other PCs.
- If this decision is motivated by one of your Social Traits, the DM may grant you an extra Hero Point.
- Bonds can motivate decisions in order to preserve or assist your Bonds.
- Ideals can motivate decisions as part of upholding that belief or philosophy.
- Flaws can motivate decisions because of the character's limitations or weaknesses.
- If you make such a choice, inform the DM of your doing so, and indicate which Social Trait you are motivated by.
- If the DM agrees, they will award you 1 Hero Point. You may only gain 1 Hero Point in this way per encounter.
DM-Generated Difficulties
- The DM may also choose to take advantage of your Social Traits in order to make the scene more difficult.
- The effects of this may vary, but can include the triggering of traps, arrival of additional enemies, the infliction of disadvantage on a PC's roll or the addition of advantage to an NPC's roll.
- When the DM does this, they will award you 1 Hero Point. You can only gain 1 Hero Point this way per encounter.
Magic Item Attunement
- Characters can attune a number of magic items equal to their Proficiency Bonus +1.
Sneak Attack
- You can perform a Sneak Attack (Rogue ability) with a Finesse, Light, or ranged weapon.
- Normal: Sneak Attacks can normally only be performed with Finesse or ranged weapons.