If some of the information on this site seems familiar, I'm not stealing and passing it off as my own. It's because I'm using an existing commercial product that I have changed some names and other things in order to protect the innocent villains against those dastardly adventurers.

Friday, April 3, 2015

Rule Clarifications and House Rules


None of these are set in stone. Please feel free to discuss and/or ask questions.

Flanking Advantages

If you and at least one ally are all adjacent to the same enemy and all are attacking that enemy, then you and your allies each gain an advantage. However, the size of the advantage is not always a d20. The size of the advantage die depends on the number of allies that meet the above criteria.

# Characters Dice Size
2 d10
3 d12
4 d16*
5+ d20*

The value in the # Characters column is the total number of adjacent and attacking characters, including your character. I realize a d10 may not help much unless your really good. And yes I do have a d16.

* This level is considered as granting Advantage for standard D&D 5e rules that require a character to have Advantage. 

Searches

Non-Magical Traps

I will assume that your characters are at least somewhat competent. When you move in an obviously dangerous area, such as a dungeon, it is assumed your searching for traps. In games terms I will automatically use your PC's passive Wisdom (Perception). In addition you may say you are actively searching for traps, doing so require 20 seconds per 10' x 10' area.

This does not apply to objects or places that you must interact with using your hands, such as a chest, doors or reaching into a hole in the wall. You'll have to state that you are performing a search Wisdom (Perception).

Intelligence (Investigation) is used to determine how a trap is setup or designed. Therefore this is the skill used to disarm traps.


Magical Traps

Magical traps are detected and disabled using Intelligence (Arcana). However, if a magical trap has a mechanical component such as a pressure plate that must have weight on it to activate it, Wisdom (Perception) can still be used to detect the mechanical component.

Intelligent Play

Note intelligent actions by your characters can detect and avoid the affects of traps. 


Hidden Objects

If an object is visible but difficult to detect, such as a secret door, and you move near it,
I will automatically use your PC's passive Wisdom (Perception). 

You may state you are searching. Doing so you must specifically state where you are searching. If search someplace where an object is located, no Wisdom (Perception) roll is required.

Locks

  1. You have tools and you're proficient with them: 
    1. roll Dex check with prof bonus.
  2. You have tools and you're not proficient with them: 
    1. roll Dex check
  3. You don't have tools and you're not proficient with them: 
    1. you have to get some improvising tools and roll Dex with disadvantage.
  4. You don't have tools but you're proficient with them: 
    1. you have to get some improvising tools but you know what will be the best for that job. you roll Dex check with prof with disadvantage.

Intelligence (Investigation)

When else does Intelligence (Investigation) come into play?

When trying to deduce something based on the information you already know. Example: searching a library for specific book. You could just sequentially search starting at front of the library but that would probably take a long time. Intelligence (Investigation) allows to deduce where the book might be based how the library seems to be organized.

Sometime, I will roll this secretly and say something to the effect "based on the tracks the creature has a limp". It's your "Sherlock Holmes" factor.

It can also be used in the place of Streetwise skill from other games.

The means of opening some secret doors may be discovered with a Intelligence (Investigation) check.

Magic Items

Certain magic items require a user to attune to them before their magical properties can be used. Attuning to a magic item requires that you spend a short rest concentrating on it (this can’t be the same short rest used to learn an item’s properties). Depending on the nature of the item, this concentration can take the form of prayers, weapon practice, or meditation. In any case, the concentration period must be uninterrupted. Once you are attuned to an item, you can use its magical properties.

An item can be attuned to only one creature at a time. A creature can be attuned to no more than three magic items at any given time, and you can attune yourself to only one item during a short rest. Your attunement to an item ends when the item has been more than 100 feet away from you for 24 hours or when you die. You can also voluntarily end your attunement to an item with another short rest.

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