Tuesday, 13 January 2015

House Rules for my 5E game

so here is a list of the house rules that i will be implementing as a part of my new game. its for both my home group and for any FLAILSNAILS games that i get going. some of it is old news that most people know about (shield shall be splintered) and some of its crap that i havent stolen and made up myself. any way here it is


Rules for Cover
when getting into or behind cover during a firefight you will gain a bonus to your AC depending upon how much of your body is concealed.
partial cover - +2 AC
full cover - +4 AC
prone behind the cover - +2 and you are disadvantaged to any DEX saves

Cover takes Damage
when something that would normally hit the original AC of a player, but misses due to cover it get damaged. if cover is damaged a number of times equal to 2x its bonus then the cover is no longer viable, when it reaches the number it normally provides as a bonus to AC it halves the amount of bonus it provides (eg if someone is ducking down behind an overturned table (partial cover) and its hit twice, then the bonus that the table provides is now half (+1). if they move to a new table then it become +2 again, as its new and not full of holes/cuts/slashes/smashed in bits.)


Overnight Healing:
in 5th ed healing seems to be very generous, or at least that is how i see it. you go have a long rest with 1 HP and you wake up with full HP, its crazy and i feel like it doesn’t really fit within the world i am making, so i am using this rule instead. during a long rest when you heal you can roll half your HD rounded up, this is for free and doesn’t count towards or impact in any way the amount of HD that you can spend to heal or the amount that you get back when conducting a long rest

Thank God i Had a Fucking Helmet On: if you are wearing a helmet and take melee or missile weapon hit in combat (it does not apply to critical damage, backstab damage, or magical damage) that would reduce you to zero HP or less, you can instead declare that the helmet too all the damage and you are at 1 HP, with the helmet irrevocably desroyed, whether it was magical or not. In addition you are knocked unconscious for 10 minutes plus 1D100 minutes, and cannot be awakened before that time unless healed magically in some way


Shields Shall be Splintered: any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered from the force of the blown and you are knocked down, but you are alive and have taken no damage from the hit.



i will also be doing a Renown type of thing for this game, where the higher your renown with one group means that they are more likely to help you out with things or look the other way. but if you get in good with one group you will automatically lose it with some others, eg you do heaps of bounty hunting the law/bounty hunters will like you the criminals/highwaymen will not




so yeah, feel free to tell me what else you think i should include or should change

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