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rules:houseruled-spells-and-abilities [2019-05-05 18:11] – [Material components] sandrarules:houseruled-spells-and-abilities [2024-02-25 16:26] (current) – [Movement and targets] sandra
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-===== Houseruled Spells & Abilities =====+Houseruled Spells & Abilities
  
-==== Material components =====+## Spells 
 + 
 +### Spells That Make Food Or Light 
 + 
 +Most of these spells have seen a nerf (by me your cruel DM) and the most common nerf is that the spell now requires and consumes components.
  
 The RAW in 5e is that if a material component costs money (like the 300 gp diamond for Revivify), you need to actually have the component. And if the material component doesn't cost money, there are two ways to get around the material component: you can assume that it's something you already happened to have in your component bag, or, you can use your arcane focus instead of the material component. (Of course if you happen to not have your component bag or your arcane focus at hand, but happen to have the actual material components, that's good too.) The RAW in 5e is that if a material component costs money (like the 300 gp diamond for Revivify), you need to actually have the component. And if the material component doesn't cost money, there are two ways to get around the material component: you can assume that it's something you already happened to have in your component bag, or, you can use your arcane focus instead of the material component. (Of course if you happen to not have your component bag or your arcane focus at hand, but happen to have the actual material components, that's good too.)
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 New players... I don't want them to be overwhelmed by all the rules, both RAW and house. Anyone who can genuinely convince me that they were unaware of this rule are assumed to have components enough for four uses of these spells and I'll also waive the weight requirement for those four uses. New players... I don't want them to be overwhelmed by all the rules, both RAW and house. Anyone who can genuinely convince me that they were unaware of this rule are assumed to have components enough for four uses of these spells and I'll also waive the weight requirement for those four uses.
  
-=== Continual Flame ===+#### Continual Flame 
 In the RAW, this already costs 50GP, but then burns forever. In the RAW, this already costs 50GP, but then burns forever.
  
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 Rubies are tiny items regardless of value. Finding that many rubies, or rubies of especially high value, is a quest of its own… Rubies are tiny items regardless of value. Finding that many rubies, or rubies of especially high value, is a quest of its own…
  
-=== Dancing Lights ===+#### Dancing Lights
 A bit of phosphorus or wychwood, or a glowworm. Is a tiny item (coin sized) and costs two copper pieces. A bit of phosphorus or wychwood, or a glowworm. Is a tiny item (coin sized) and costs two copper pieces.
  
-=== Daylight === +#### Daylight 
-Kept as RAW -- no component added, you can have this for just the slot cost.+No added components. Works like RAW.
  
-=== Goodberry ===+#### Goodberry
 A sprig of mistletoe worth 5sp and is a small item. A sprig of mistletoe worth 5sp and is a small item.
  
-Half the weight compared to a day's ration and feeds ten people instead of one? A good deal for one slot.+Same weight as a day's ration and feeds ten people instead of one? A good deal for one slot.
  
-=== Light === +#### Leomund's Tiny Hut 
-A firefly or phosphorescent moss. A six-pack costs 1 silver and is a small item.+Firefly or phosphorescent moss as per Light, or rubies as per Continual FlameThis is only if you want light in there, you can sit in the darkness for free.
  
-=== Produce Flame ===+#### Light 
 +A firefly or phosphorescent moss. Six uses costs 1 silver and is a small item. If the spell is ended prematurely, you can reuse that component later for the remaining time. For example you shine the light for 40 minutes. Later you can shine the light for 20 minutes. But then it goes out. In that regard, it's more similar to a bundle of torches than a flask of oil. 
 + 
 +#### Produce Flame
 Dry balsa wood. A six-pack costs 1 silver and is a small item. Dry balsa wood. A six-pack costs 1 silver and is a small item.
  
-=== Other food- and light- giving spells === +#### Purify Food and Drink 
-Just because I missed them doesn't mean that they don't cost. Let me know and I'll add them here. Oh there is a 'Create Food and Water' w/o components? But it's a level three slot. That seems ok?+ 
 +Works normally. 
 + 
 +#### Create Food and Water 
 + 
 +Can't //reset// starvation days, but //does// count as eating normally for the day. 
 + 
 +#### Heroes' Feast 
 + 
 +Resets all starvation for sure. What a great spell 
 + 
 +#### Other food- and light- giving spells 
 +Just because I missed them doesn't mean that they don't cost. Let me know and I'll add them here. 
 + 
 +### Movement and targets
  
-==== Movement and targets ==== 
 Generally, all spells that hit an area now affect a specific number of people. (This is an option from the DMG.) Generally, all spells that hit an area now affect a specific number of people. (This is an option from the DMG.)
  
 The general formula is the area divided by five and rounded **up**. Except cones, divide them by ten. And lines, divide them by thirty. So a 100 long line can hit 4 people. The general formula is the area divided by five and rounded **up**. Except cones, divide them by ten. And lines, divide them by thirty. So a 100 long line can hit 4 people.
  
-Some spells and abilities I've created specific rules for. I do these as we go and so far it's four:+#### Fire Elemental "walk-through"
  
-=== Fire Elemental "walk-through" === +  No more than 6 people per round can be lit just by moving through them. Also, if you want to light people who are in separate mêlée groups, you need to light everyone who is in your group before moving on.
-  In ordinary fight, no more than 6 people can be lit just by moving through them. Also, if you want to light people who are in separate mêlée groups, you need to light everyone who is in your group before moving on.+
  
-=== Thorn Whip  === +#### Thorn Whip
-Thorn Whip in ordinary fight:+
  
   * If you attack someone in another mêlée group, you pull them out of it.   * If you attack someone in another mêlée group, you pull them out of it.
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 "You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy." "You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy."
  
 +#### Haste
  
-=== Healing Spirit ===+With Haste, you can make your extra mêlée attack in the last volley round, the same round as you cast your Haste spell.
  
-//(BTW, Healing Spirit saw an official nerf on Crawford's Twitter — they don't like changing the game so they framed it as "a suggested houserule". But, I think with clear rules for targets in areas of effect it's not needed.)//+#### Healing Spirit
  
-  * In an ordinary fight, you can move in and out of the spirit using your movement. Remember that joining up large mêlée groups in order to take advantage of the Healing Spirit enables the monsters to sidestep the three-medium-per-target limit. +//(We are switching over to Crawford's suggested house rule.)//
-  * Outside of ordinary fight, only one person per round can be healed. So the ten d6 are divided up among the persons to be healed. This brings it about on par with Prayer of Healing.+
  
-//(This is neither Haeck's nor Crawford's suggestion but is [[https://www.dndbeyond.com/posts/206-spell-spotlight-healing-spirit?comment=7|similar to the commenter FeyPhoenix on D&D Beyond]]. Seems like we had the same idea.)//+The amount of d6 that can be handed out is now limited to twice your casting mod.
  
-==== Mending Ammo ====+#### Word of Radiance
  
-[[ammo-recovery#house-rule-3mending|You can use "Mending" to help you fix broken ammo, with some limitations]]. +Houserule: max six targets.
-==== Reactions & countering ====+
  
-=== Counterspell ===+### Mending 
 + 
 +[[aiming|You can use "Mending" to help you fix broken ammo, if you can find it.]] 
 + 
 +Mending cannot heal creatures such as robots or animated corpses. 
 + 
 +### Reactions & countering 
 + 
 +#### Counterspell
  
 [[https://www.sageadvice.eu/2017/12/06/im-curious-about-the-design-intent-by-having-identifying-a-spell-take-a-reaction-action/|XGE opened a can of worms on how to adjudicate counterspelling.]] But, I don't want to change our normal flow of the game too much, even if our normal flow makes Counterspell stronger than Brian intended. So this is how it's gonna work. [[https://www.sageadvice.eu/2017/12/06/im-curious-about-the-design-intent-by-having-identifying-a-spell-take-a-reaction-action/|XGE opened a can of worms on how to adjudicate counterspelling.]] But, I don't want to change our normal flow of the game too much, even if our normal flow makes Counterspell stronger than Brian intended. So this is how it's gonna work.
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 Casting "mysterious spells" this way is something that both player characters and non-player characters can do. It is annoying af but that's how it's gonna be. Most of the time the spells cast probably won't be "mysterious" and we'll just go "ok you get a couple of lightning bolts roll saves" "nuh-uh, I'm countering that!" and that is **fine**. Casting "mysterious spells" this way is something that both player characters and non-player characters can do. It is annoying af but that's how it's gonna be. Most of the time the spells cast probably won't be "mysterious" and we'll just go "ok you get a couple of lightning bolts roll saves" "nuh-uh, I'm countering that!" and that is **fine**.
  
-If the spell casting is imperceptible (such as Subtle Spell sorcerer ability or Innate Spellcasting monster ability), that means it's also uncounterable! #scragnoth+If the spell casting is imperceptible (such as Subtle Spell sorcerer ability or Innate Spellcasting monster ability, if that ability removes all three component requirements), that means it's also uncounterable! #scragnoth
  
 TL;DR: saying your spell is "mysterious" means that that's people's window to counter it unseen (or roll to identify it); otherwise you can just counter it normally. TL;DR: saying your spell is "mysterious" means that that's people's window to counter it unseen (or roll to identify it); otherwise you can just counter it normally.
-==== Climbing ==== 
  
-=== Second-Story Work ===+### Wall of Force 
 + 
 +This spell is changed so that 
 + 
 +  * You can't telefrag enemies with it 
 +  * You can't squeeze them between the wall and another object, wall, or floor. 
 +  * You can push them prone but they can crawl out 
 +  * If you want to keep them trapped in there, use the Dome shape. Two medium (or smaller) targets or one large target. 
 + 
 +### Mold Earth 
 + 
 +Houseruled to use a six foot cube. 
 + 
 +### Find Familiar 
 + 
 +The PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. For Zakharan characters, the familiar is instead always an elemental instead of its normal type. 
 + 
 +### Remove Curse 
 + 
 +This spell is not changed from RAW, but please be aware that Ravenloft book DM section says: 
 + 
 +> While more general curses can lifted by a *remove curse* spell, more 
 +> specific or dramatic curses can't be permanently lifted through 
 +> spells. Magic can offer temporary respite, though. A *remove curse* 
 +> spell cast on the victim of such a curse suppresses the burden for 1 
 +> hour. A *greater restoration* spell suppresses the burden until the 
 +> victim finishes a long rest. Death usually ends a curse, but the curse 
 +> returns in full force if the cursed character returns to life without 
 +> resolving the curse. 
 + 
 +These curses are called "more specific curses" and it's not always 
 +clear diegetically which curses are "more specific curses" and which 
 +are more your vanilla every day curse. 
 + 
 +#### Assassinate 
 + 
 +"Any creature who hasn't taken a turn yet" counts main actions obv, being surprised don't make you immune to assassination. 
 + 
 +#### Dread Ambusher 
 + 
 +"At the start of your first turn of each combat" means in association with your first main action each combat. 
 + 
 +### Reincarnation in Zakhara 
 + 
 +- 01 Earth Genasi 
 +- 02 Water Genasi 
 +- 03 Fire Genasi 
 +- 04 Air Genasi 
 +- 05-13 Dwarf, hill 
 +- 14-21 Dwarf, mountain 
 +- 22-25 Orc 
 +- 26-34 Elf, high 
 +- 35-42 Elf, wood 
 +- 43-46 Gnome, forest 
 +- 47-52 Gnome, rock 
 +- 53-56 Half-elf 
 +- 57-60 Half-orc 
 +- 61-68 Halfling, lightfoot 
 +- 69-76 Halfling, stout 
 +- 77-96 Human 
 +- 97-00 Goblin 
 + 
 +### Zone of Truth 
 + 
 +A la Pathfinder: you only get one save (when you first enter the zone 
 +the first time) *but* you can choose to fail. 
 + 
 +### Charisma-based Saves 
 + 
 +Most wisdom saves are now going to be charisma saves. For example *Toll the Dead*. 
 + 
 +There are two exceptions: 
 + 
 +* Dangers that depend on attention and awareness to avoid will still be wisdom based. 
 +* Unintelligent animals like rats will still use wisdom instead of charisma for these saves. 
 + 
 +## Combat 
 + 
 +We use [[https://idiomdrottning.org/introducing-late-night-fighting|Introducing Late Night Fighting]] (a fighting system more similar to The One Ring or Wizardry than to any edition of D&D) and [[https://idiomdrottning.org/oh-injury|Oh, Injury!]] along with [[players roll]]. 
 + 
 +### Start of combat 
 + 
 +#### Abilities that grant initiative bonus 
 + 
 +These gain firster strike than light. 
 + 
 +  - Rakish Audacity or other special ability (like weapon guardian whispers)? If equal, 
 +  - Light, if equal 
 +  - Home turf 
 + 
 +### Combat options 
 + 
 +#### Momentum attacks 
 + 
 +One-shot? Keep swinging! 
 + 
 +Whenever you one-shot an enemy with a mêlée attack, and have damage 
 +remaining, you get a free additional "momentum attack", but do not 
 +reroll any dice. Use the same to-hit roll result as previously, and 
 +the damage you had remaining from the last attack. You cannot move 
 +between the attacks. If you then one-shot another enemy, you get an 
 +other momentum attack, so can keep doing this as many times as you 
 +want as long as you've got damage remaining and enemies within reach. 
 + 
 +This is only for attacks against AC, not against their other saves, 
 +and not ranged attacks, and it's only for attacks against enemies with 
 +full HP. 
 + 
 +If you used mob rules to land the one-shotting attack instead of a 
 +dice roll, you've got to roll for the first of the momentum attacks. 
 +If that hits, you're golden. Otherwise, the attack is over. 
 + 
 +These momentum attacks are free, they're in addition to any bonus 
 +actions, extra attacks, offhand weapon attacks etc, but unlike them, 
 +you can never move before a momentum attack. It's limited to what you've 
 +already got in front of you and only works for mêlée attacks. 
 + 
 +Also unlike other variants of extra, bonus, and off-hand atttacks, 
 +you've got to keep selecting new targets even if the downed character 
 +is still alive (for example, they have death saves remaining). 
 + 
 +This replaces the "Cleave" option we used previously. This is available 
 +for all characters regardless of class or level. 
 + 
 +#### Reckless Defense against mobs 
 + 
 +When a mob is attacking you, you can decide to defend recklessly. You 
 +are desperately trying to fend off the attack, pushing yourself to the 
 +utmost of your capability. That doesn't cost any actions, it's free. 
 +Make a defense check, and that value replaces your static defense 
 +value against the mob this round. 
 + 
 +If the DM has said the damage die expression, you need to decide 
 +whether or not to defend recklessly (a.k.a. defending wildly or 
 +defending desperately) before those damage die are rolled. 
 + 
 +#### Weapon Maneuvers 
 + 
 +[[Weapon maneuvers]] are allowed. That's pretty advanced so don'
 +worry about that when you're first starting out. Any class can use 
 +them. 
 + 
 +### Non-lethal fighting 
 + 
 +See [[non-lethal force]]. 
 + 
 +## Character building 
 + 
 +### Ability Scores 
 + 
 +No point buy. Choose between rolling 4d6-drop-the-lowest six times, or 
 +from your choice of any of these stat arrays: 
 + 
 +- 14, 14, 13, 12, 10, 8 
 +- 15, 13, 12, 11, 10, 8 
 +- 15, 14, 12, 10, 9, 8 
 +- 15, 14, 13, 12, 10, 8 ← the best one 
 +- 15, 13, 13, 12, 10, 8 
 +- 15, 14, 12, 12, 10, 7 
 + 
 +Then arrange the stats in any order. 
 + 
 +### Tool Proficiencies Tasha's Limit 
 + 
 +When using the "proficiency swaps" from Tasha's, you can now get only two tool proficiencies from your type of being, total, combining swaps and intrinsic. If you get more, you can give them to other player characters. We want a lot of tool proficiencies in the party, but, we wanna divvy up the crafting spotlight. 
 +This only applies to tool proficiencies from your type of being, not to tool proficiencies from other sources. 
 + 
 +### Feats 
 + 
 +#### Skilled 
 + 
 +Changed so it works with [[ability-check-proficiency#skilled|ability check proficiencies]]. You gain proficiency in one ability and one tool, or in three tools. 
 + 
 +#### Keen Mind 
 + 
 +Please don't use the 5e version of this feat. One D&D makes more sense. 
 + 
 + 
 +## Class-specific 
 +### Rogue 
 +#### Tool expertise 
 + 
 +Rogue can get expertise in two tools instead of an ability; it only works on some tools, see [[ability-check-proficiency#expertise|expertise]] for full details. 
 + 
 +#### Assassin 
 + 
 +These abilities are stolen from an OSR-game, GLOG by Arnold Kemp. I wanted to buff the assassin a little bit! 
 + 
 +##### Infiltration Expertise 
 +Starting at 9th level, you gain the ability to create false identities for yourself. At any time, you may declare that you are walking off. Later on in the session, you may reveal yourself to have been a minor NPC in the background “all along” as long as there actually are minor NPCs present. You can walk back on at any time, even climbing in a window. This ability is limited by plausibility. You can't have been seen at the same time as the NPC since they are (retroactively revealed to be) an alternate persona you've created and maintained. Creating a persona like this costs 25 GP and 7 full workdays, but, you can pay that retroactively, after the reveal, by removing any 7 days from your character's past and by paying 25 GP. //(However, if you neither have spent 25 GP on this in the past nor have it available now, you can't use this ability.)// 
 + 
 +##### Impostor 
 +At 13th level, you no longer have to create personas for your Infiltration Expertise, you learn to replace pre-existing people, body snatcher style. You need to study them for at least three hours. This doesn't cost GP. 
 + 
 +#### Inquisitive 
 + 
 +##### Ear for Deceit 
 +is kinda worthless the way we run but it works with the **Insightful Fighting** feature 
 + 
 +##### Eye For Detail 
 + 
 +is also pretty crap as written. As a houserule, you also gain the following ability:   
 +You search faster; you can investigate twice as big an area (for every side, so eight times the volume) per exploration turn. 
 + 
 +I mean this is still a pretty bad rogue compared to the other fantastic rogues. 
 + 
 + 
 +#### Thief 
 + 
 +##### Second-Story Work
 This is a level three Thief feature. You gain two additional benefits, in addition to the ones listed (faster climbing speed and longer jumps). This is a level three Thief feature. You gain two additional benefits, in addition to the ones listed (faster climbing speed and longer jumps).
  
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   * You are allowed to attempt [[climbing#human limit climb|human limit climbs]], and [[climbing#superhuman climb|superhuman climbs]], which other people automatically fail at unless they have spells.   * You are allowed to attempt [[climbing#human limit climb|human limit climbs]], and [[climbing#superhuman climb|superhuman climbs]], which other people automatically fail at unless they have spells.
  
-=== Level 9 Monk Unarmored Movement ===+##### Fast Hands 
 + 
 +It's not clear whether Fast Hands work with the Healer feat or not, so let's rule that it _does_ work. 
 + 
 +It does not work with potions. 
 + 
 +### Monk 
 + 
 +#### Patient Defense 
 + 
 +This is a level 2 monk Ki feature that allows you to spend a bonus action to dodge. This one, we still play like the RAW, but that's worth pointing out here since our normal dodge action used to work differently. (It's still a really good use of a bonus action, if you predict you are going to be attacked!) 
 + 
 + 
 +#### Level 9 Monk Unarmored Movement
  
 You can run along routes abseling, sloping, and hard climbs without rolling. If you end your movement there, you need to climb in order to grab hold. You can run along routes abseling, sloping, and hard climbs without rolling. If you end your movement there, you need to climb in order to grab hold.
  
-==== Assassin whamma jamma ==== +### Cavalier
-These abilities are stolen from an OSR-game, GLOG by Arnold Kemp. I wanted to buff the assassin a little bit!+
  
-=== Infiltration Expertise === +#### Reckful Fighting
-Starting at 9th level, you gain the ability to create false identities for yourself. At any time, you may declare that you are walking off. Later on in the session, you may reveal yourself to have been a minor NPC in the background “all along” as long as there actually are minor NPCs present. You can walk back on at any time, even climbing in a window. This ability is limited by plausibility. You can't have been seen at the same time as the NPC since they are (retroactively revealed to be) an alternate persona you've created and maintained. Creating a persona like this costs 25 GP and 7 full workdays, but, you can pay that retroactively, after the reveal, by removing any 7 days from your character's past and by paying 25 GP. //(However, if you neither have spent 25 GP on this in the past nor have it available now, you can't use this ability.)//+
  
-=== Impostor === +As a houserulethe cavalier gets a level 3 feature called "Reckful 
-At 13th levelyou no longer have to create personas for your Infiltration Expertiseyou learn to replace pre-existing people, body snatcher styleYou need to study them for at least three hoursThis doesn't cost GP.+Fighting"; they can make attacks with disadvantage even when they are 
 +otherwise dodging. They can not do this if they already have 
 +disadvantagebut they can if they had advantage (and will now fight 
 +normally)Cavaliers are already one of the best classes in the game 
 +but I want to buff them even moreIt's the opposite of the 
 +barbarian's "Reckless Attack".
  
-==== Rogue tool expertise ====+### Sorcerer 
 +#### Transmuted Spell in Zakhara
  
-Rogue can get expertise in two tools instead of an ability; it only works on some tools, see [[ability-check-proficiency#expertise|expertise]] for full details.+You can learn off-school spells (even as a single-element mage) if you always spend sorcery points to transmute them with the Transmuted Spell metamagic. However, they do not cost as half-slot known. 
 + 
 +## XP and levels 
 +### Injuries and XP 
 + 
 +Injuries help you level faster as long as you remember to bring them 
 +in play. See [[School of the hard knocks]] for details. 
 + 
 +### Trading and XP 
 + 
 +When you buy trade goods, choose one: 
 + 
 +- You individually get 1 xp for every ten dinars you spent, or 
 +- The party can split 3 xp for every twenty dinars you spent 
 + 
 +If you establish holdings you can get better prices in a region, as does 
 +clearing out trouble and danger from the region. 
 + 
 +### Monster XP 
 + 
 +Overcoming challenges (such as monsters) gives you XP (killing them, 
 +sneaking past them, or any other way). You can't double dip (if you 
 +kill a monster that you earlier snuck past, you don't get more.) 
 + 
 +You don't get this XP right away. It's withheld until you succeed on 
 +goals; the default goal is finding treasure (optionally a character 
 +might have some other goal; decide with DM and group ahead of time). 
 + 
 +I just freestyle it to the best of my ability: I eyeball it and go 
 +like "OK, this seems like a big treasure, but they don't have that 
 +much withheld XP left, so how about 300 xp for them"
 + 
 +### Sidekicks and henches
  
-==== Dodging ==== +This is how the party splits XP:
-The dodge action is normally a combat action that anyone can take as a main action.+
  
-As house ruleyou can choose take it as reaction instead; this costs you your //upcoming// main action.+Count all party members, counting full PCs twice. Split the XP into 
 +that—that's a half-share. Then all players get full share (two 
 +half-shares). Sidekicks don't need XP (they follow the party)and 
 +other henches and hangers-on get half-share.
  
-=== Patient Defense === +So if there are two PCs and two sidekicks, the PCs get one third of 
-This is a level 2 monk Ki feature that allows you to spend a bonus action to dodge. This onewe still play like the RAW, but that's worth pointing out here since our normal dodge action works differently. (It's still really good use of bonus actionif you predict you are going to be attacked!)+the XP each. (2 + 2 + 1 + 1 is six, so half share is sixthand a 
 +full share is twice that).
  
-==== Feats ====+If there are two PCs, two sidekick, and a follower, the PCs get ²⁄₇ 
 +each and the follower gets ⅐.
  
-=== Skilled ===+If a player is playing a sidekick class, they still get full XP but 
 +only count as half when determining shares. So players playing 
 +sidekick classes are good for the party, they get more XP overall.
  
-Changed so it works with [[ability-check-proficiency#skilled|ability check proficiencies]].