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.

Tuesday, August 30, 2016

Summary of House Rules We Use

Drama Cards

This replaces Inspiration mechanic.

Each Drama card is unique and has a specific benefit and time when it can be used. Each PC receives a number of Drama cards based on his/her character level. Each PC is also restricted on the number of Drama cards that he/she can play during a session.

There are four categories of cards: copper, silver, gold, and platinum. To use a card costs a number of points based on the category: copper: 1, silver: 2, gold: 3, and platinum: 4. The number of points each PC has depends on his level.

Character LevelMax # of Drama Cards in Hand Per Session# of Points Per Session
1-242
3-453
5-664
7-865
9-1076
11-1287
13-1488
15-1699
17-181010
191011
201212

Initiative

Initiative is card based. Each PC gets 1 card and each group of NPCs gets a 1 card. Each round the deck of cards are shuffled. One card is revealed at a time. The card revealed is the PC or NPC that goes next. That PC or NPC takes his/her turn before the card is revealed.

Each PC gets a bonus card for each bonus from Dex, Int, and Wis. A PC may add any number of bonus cards to the deck for any round. A bonus card only lasts for one round and once used may not be again in the session. A bonus card does not grant a PC an extra action in a round. So once a PC's card is revealed, any other cards of his/her are ignored

Flanking

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.

Level Training 

In an earlier post I created a training cost table that differed from the DMG. I've decided to update it again. This time I giving the players the option to decrease the time it takes to train if they are willing to pay more.

Level Attained Training Time Gold Level Attained Training Time Gold Level Attained Training Time Gold
2 10 days 30 2 5 days 68 2 2 days 180
3 10 days 90 3 5 days 203 3 2 days 540
4 10 days 180 4 5 days 405 4 2 days 1,080
5 20 days 300 5 10 days 675 5 4 days 1,800
6 20 days 500 6 10 days 1,125 6 4 days 3,000
7 20 days 800 7 10 days 1,800 7 4 days 4,800
8 20 days 1,200 8 10 days 2,700 8 4 days 7,200
9 20 days 1,700 9 10 days 3,825 9 4 days 10,200
10 20 days 2,300 10 10 days 5,175 10 4 days 13,800
11 30 days 3,000 11 15 days 6,750 11 6 days 18,000
12 30 days 3,800 12 15 days 8,550 12 6 days 22,800
13 30 days 4,700 13 15 days 10,575 13 6 days 28,200
14 30 days 5,700 14 15 days 12,825 14 6 days 34,200
15 30 days 6,800 15 15 days 15,300 15 6 days 40,800
16 30 days 8,000 16 15 days 18,000 16 6 days 48,000
17 40 days 9,300 17 20 days 20,925 17 8 days 55,800
18 40 days 10,700 18 20 days 24,075 18 8 days 64,200
19 40 days 12,500 19 20 days 28,125 19 8 days 75,000
20 40 days 15,000 20 20 days 33,750 20 8 days 90,000

Skill Knack Training

The training lasts for 100 days and costs 2gp per day. After you spend the requisite amount of time and money, you gain a knack for a single skill for which you are not proficient. A knack is simply a +1 modifier for a specific skill. You can only have one knack per skill.

No comments:

Post a Comment