House Rules

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This is a repo of all our house rules. Since this campaign page is now chronicling two connected campaigns, I’ve divided things below into two sections, with the old rules (for the first campaign) at the bottom.

Campaign 02: “Snow Leopard” House Rules

Character Creation

Paris created a damn lovely conversion for the Beyond the Wall playbooks, which we used to build the basic characters. You can find that here: PDF Link

Game Play

Advantages/Disadvantages

We’re using this system largely as-is, with one caveat. The maximum number of Ad/Disads you can employ increases by character Tier. Tier 1 characters are limited to 1, tier 2 characters can get 2, and so on. This applies to both Advantages and Disadvantages; as the character’s powers and skills increase, so to do the stakes of their adventures.

Managing Wealth and Estates

In order to manage the Chainspire funds, we’re using a very abstract wealth system.

A unit of wealth = 100 GP approximately. We have 100.

Managing Hirelings and Henchmen

I apologize in advance for this, because I have been trying my darnedest to “keep things simple” and not add over-complicated rules, but I’m adding a simple back-end for Hireling management. Since 5E doesn’t actually have any hireling rules at all (seriously, I’ve looked, there are none), I’m going to adapt one from a prior edition and port it over. I’ll add more here after I figure out which system works best and is the least complicated.

Henchmen vs Hirelings: So first things first: let’s settle the difference between Henchmen and Hirelings. Hirelings are people you hire to do side work for you, possibly even hang out at your Headquarters. Henchmen are the people that will follow you around over land and under ground, carry your torches and loot, and even actively fight for you.

Henchmen Limits: You can pretty much have any number of hirelings, as many as you can afford to pay. Some may require lodging and other supplies as well, so make sure those are arranged.

As for Henchmen, any single adventurer’s personal collection of Henchmen is limited twofold. Your character’s personal retinue of Henchmen is limited to 2 + their CHA mod at any one time. These are your active followers on any one task or adventure. If you have a notable stronghold, your maximum followers that will serve you is that number times your proficiency score. This includes all of your followers, including those that you would take with you on an adventure.

Skills and Abilities:

Loyalty & Morale:

One-off Rules Calls

  • Critical Hits mean you get to Double ALL Damage Rolled, Always.
  • Critical Fumbles on attack rolls usually mean you have given your enemy an opening to make a free attack (no bonus action needed). However, sometimes different context-specific things might happen instead.
  • When you use healing magic, you can take the average of the dice instead of rolling, just like with Hit Points.
  • Because of the fact that I tend to use Fey in place of Demonic forces in my world (such as the Redcap that started the whole thing, way back when), any abilities that affect Fiends also affect Fey.
  • If you choose to spend an Inspiration to “reroll” a failed Death save, there’s no need to reroll: that roll automatically becomes a success instead.
  • When you use a bow or crossbow in combat, you recover ALL your arrows that missed (provided you can get to them), and HALF (round down) the arrows that hit.
  • Crafting a Scroll – Time x Materials = 25 gold per the square of the level of the spell.

(old stuff below)

Campaign 01: “The Prisoners” House Rules

Character Creation

  • Every new characters get a free, brand new made-up Skill proficiency, entirely personal and unique to the character. Something like Caber Tossing, or Make an Exit, for example.
  • Stats are rolled together as a group. Each player contributes a roll to the array, and then all characters use that array. The base array that was rolled by the group is: 14, 14, 12, 12, 10, and 9. Any new characters brought into the party will use this array.

Game Play

Advantages/Disadvantages

We’re using this system largely as-is, with one caveat. The maximum number of Ad/Disads you can employ increases by character Tier. Tier 1 characters are limited to 1, tier 2 characters can get 2, and so on. This applies to both Advantages and Disadvantages; as the character’s powers and skills increase, so to do the stakes of their adventures.

Destiny Chips

At the beginning of each session, every player receives a number of Destiny Chips equal to their current character Tier. You can use a single Destiny Chip before any D20 check to roll a Yellow Warhammer d6. The results are as follows:

  • Blank (1): Nothing happens, but you keep the Chip.
  • Falcons (2-3): You get a +3 to the roll. Turn in the Chip.
  • Hammer (4): You get to roll with Advantage, even if there are Disadvantages in play. Turn in the Chip.
  • Hammer-Plus (5): As Hammer result, but you get to keep the Chip.
  • Comet (6): You automatically pass the test without rolling. Turn in the Chip.

Chips that are “turned in” are removed from the session. The amount of chips each player has resets at the beginning of every new session.

Threat Chips

The GM has Threat chips, which are similar. He gets a number equal to the number of players. The GM can spend them similarly, rolling a Purple Warhammer d8:

  • Blank (1): The Chip is turned in, but nothing happens as a result.
  • Single Skull (2): The enemy receives a +3 to the roll. The chip is turned in.
  • Double Skulls (3): The enemy receives a +3 to the roll, and the GM keeps the Chip.
  • Single Crossblades (4-5): The enemy rolls with Advantage, even if there are Disadvantages in play. The chip is turned in.
  • Double Crossblades (6-7): The enemy rolls with Advantage, even if there are Disadvantages in play, and the GM keeps the Chip.
  • Chaos Star (8): The enemy rolls with Disadvantage! However, the Chip is kept, and the GM gains another one.

House Rules

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