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house_rules [2022/01/18 22:46] andrewhouse_rules [2022/11/26 15:08] (current) – [Cinematic Advantage] andrew
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 Spells that take a bonus action or reaction may not be counterspelled. Spells that take a bonus action or reaction may not be counterspelled.
  
 +===== Short and Long Rests =====
  
 +Rests shouldn't end the momentum of a game. I've made some changes to the rules for short and long rests to maintain that. Find the updated texts of these rules below:
 +
 +==== Short Rest ====
 +
 +A Short Rest is a period of Downtime, at least **ten (10) minutes long**, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
 +
 +A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Long Rest, as explained below.
 +
 +A character can’t benefit from more than one Short Rest in an 4-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
 +
 +==== Long Rest ====
 +
 +A Long Rest is a period of extended Downtime, at least eight (8) hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than two (2) hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, Fighting, casting Spells, or similar Adventuring activity—the Characters must begin the rest again to gain any benefit from it.
 +
 +At the end of a Long Rest, a character regains **half their lost Hit Points**. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest.
 +
 +A character can’t benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
  
 ===== Feats ===== ===== Feats =====
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 ===== Cinematic Advantage ===== ===== Cinematic Advantage =====
  
-This campaign world allows creative players to gain advantage through creative storytelling. Injecting cinematic advantage into your game is all about offering deals; trading in-world fiction and a skill check from players for advantage on their next attack or check. This helps draw players out of the mechanics of their characters and into the story of the situation itself. +This campaign world allows creative players to gain advantage through creative storytelling. Injecting cinematic advantage into the game is all about offering deals; trading in-world fiction and a skill check from players for advantage on their next attack or check. This helps draw players out of the mechanics of their characters and into the story of the situation itself. 
  
 A good description that involves interacting with the environment in some beneficial way is the easiest way to do this. Singular acts of epic greatness, stunning bravado, and visual poetry that leave the other players slack-jawed in astonishment could win the player a better bargain up to and including automatically gaining the advantage.  A good description that involves interacting with the environment in some beneficial way is the easiest way to do this. Singular acts of epic greatness, stunning bravado, and visual poetry that leave the other players slack-jawed in astonishment could win the player a better bargain up to and including automatically gaining the advantage. 
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   * The player describes how they want to use a feature to get a cinematic advantage.   * The player describes how they want to use a feature to get a cinematic advantage.
   * The DM determines what attribute and skill (or skills) might be used to accomplish the feat and how difficult it is and offers a difficulty class. The DM tells the player what the DC is and what penalty they face if they fail so they can make an informed choice.   * The DM determines what attribute and skill (or skills) might be used to accomplish the feat and how difficult it is and offers a difficulty class. The DM tells the player what the DC is and what penalty they face if they fail so they can make an informed choice.
-  * If the player takes the bargain, they rolls the check as part of their move or action. On a success, they get advantage on their next attack or check. On a failure something bad happens depending on what they tried such as falling prone, losing their reaction, or taking disadvantage instead. +  * If the player takes the bargain, they rolls the check as part of their move or action. On a success, they get advantage on their next attack or check, which can be taken immediately as a free action. On a failure something bad happens depending on what they tried such as falling prone, losing their reaction, or taking disadvantage instead. 
  
 [[https://www.youtube.com/watch?v=Qlvqp5V23tg|View this video for more details on this technique.]]  [[https://www.youtube.com/watch?v=Qlvqp5V23tg|View this video for more details on this technique.]] 
 +
 +===== Dolphin Technique =====
 +
 +In combat rounds, [[https://theangrygm.com/manage-combat-like-a-dolphin/|just as a dolphin jumps from wave to wave]], we should all endeavor to switch between the technical math of the game and vivid description of the action. Players who aid in the narration before rolling a D20 action die will get a bonus for their trouble. Whether that is a bonus to the attack roll, or a bonus to the DC required for a monster's save, as long as the player gives a sentence or two of narration about what they are doing just before rolling die they get a **+1 bonus**. 
 +
 +Additionally, any narration that involves the environment in some way gets a **+2 bonus**. Whether that is swinging from a chandelier, jumping off a chair, or knocking down a bookshelf, any interaction in the narrative gives an additional bonus.
 +
 +Finally, any narration or scheme that makes everyone at the table (and I mean everyone) react at just how awesome and or foolhardy it is receives either a **+3 bonus**, or perhaps **advantage** as well. This only happens in rare occasions, but when it does there shouldn't be any question whether it has happened or not. Everyone at the table already knows.
 +
  
 ===== Healing Potions ===== ===== Healing Potions =====
house_rules.1642545975.txt.gz · Last modified: by andrew