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House Rules

The campaign uses a few house rules which are outlined here.

Drinking a Potion

A player character may drink a potion as a bonus action, but it takes an action to pour a potion down another character's throat.

Lords of Hack Initiative

Initiative is determined each and every round by the draw of an Uno card. The cards are numbered 0-12 (“skip” = 10, “reverse” = 11, “draw two” = 12) and are different colors. The higher the number goes first, and then for same numbers the turn goes in order of the visual spectrum, that is ROYGBIV. If a card with a number BELOW the initiative modifier of the player character or monster is dealt, another will be dealt until one that is high enough appears. Any followers go with the PC that is their patron, regardless of whether there is a disparity in their initiative bonus. Only the bonus of the PC matters. Two wild cards are in the deck as well. They always go first, and the player who draws it gains inspiration that must be taken that round or it is lost. After a round where the wild is dealt, the deck is reshuffled for the next round. Players may decide to “hold” their action in which case they flip their card over and may go after any other player goes, or even hold until the next round or subsequent rounds and act when they wish between any others' turns.

Treasure Cards

Possession is nine tenths of the law. If you don't have the card, 'your character doesn't have the item in question.

Rulebooks

The default rules for characters, feats, and spells should be from the Player's Handbook, Dungeon Master's Guide, and Xanathar's Guide. Any other rules or concepts may be considered, but it requires the unanimous approval of the DM council (i.e. Andrew and Justin).

house_rules.txt · Last modified: by andrew