Posts From a Long Winded Gamer

Dungeons and Dragons 5e, GURPS, Solo Gaming, Solo RPG, D&D


Current House Rules

Some of these are modifications of the outstanding rules set forth in DM Yourself, but adjusted to my style of play. I am always tinkering with them between , and even during, campaigns, so older campaigns may not have used the rules listed here. I am absolutely not recommending any of this for Group Play. This is for my solo campaign to help me enjoy the my worlds they way I want to.

1—- Two short rests are allowed per Long Rest. A short rest takes 15 minutes and consumes 1/4 ration

2—- In a long rest, 1/2 ration is consumed and a DC 10 Constitution Save is passed, the character regains one hit point per level as natural healing. If a full ration is consumed over the course of the day (1/2 at night, two 1/4 rations at short rests earlier in the day), then all other long rest triggered abilities are recharged (as modified for Exhaustion or Severe injuries).

2a—If a long rest is taken in an environmentally appropriate dwelling places with proper walls, roofs, windows, hearths (as needed), the Constitution Save to recover lost hit points is made at Advantage (this applies to common rooms in taverns, boarding houses and modest inn rooms, but not less adequately sealed barns, or tents). If the long rest is taken in a high quality environmentally appropriate dwelling place (a comfortable inn with private rooms, a noble’s manor house, keep’s guest rooms or palace), then the character will regain two hit points per level as natural healing on passing that Constitution Save with advantage.

3—-If a full ration is not consumed over the course of the day, then a rank of exhaustion is incurred. If a gallon of water (8 lbs/one waterskin) is not consumed over the course of the day, then two ranks of exhaustion are incurred (if both food and water are missing, then only two ranks of exhaustion are incurred).

3a—In severe climates, one may gain “Exhaustion” effects from exposure. In “Sweltering/Freezing” conditions, without proper attire, one incurs one level of Exhaustion each day unless they pass a DC 15 Constitution save. If in Scalding/Frigid conditions without proper attire, one incurs two levels of Exhaustion each day unless they pass a DC 15 Constitution. On a successful save Scalding/Frigid conditions, one level of Exhaustion is incurred. Saves versus exposure to Sweltering/Scalding conditions are made at Disadvantage if one is wearing medium or heavy armor.

3b—It takes one day of rest in hot, warm, pleasant, cool, or cold conditions with a gallon of water and a full day of rations to remove a level of exhaustion without magical aid. Environmentally appropriate dwelling places with proper walls, roofs, windows, hearths (as needed) are assumed to provide shelter within this safe range.

3c—If one is forced to sleep outdoors in rain or snow, one level of exhaustion is added if there is no appropriate shelter (tent, lean-to, rocky outcropping, etc) unless a Constitution Save is passed. The DC of this test is based on the intensity of the rainfall taking place in any 4 hour time blocks if the character was trying to sleep during that time block. The check is made at Disadvantage if the duration covered two or more time of the character’s sleeping time blocks, or if the rainfall was taking place during Freezing or Frigid Weather. During the day (or when travelling at night), rainfall during a given time block will affect cross country travel speed:
Intermittent: DC 8, No cross country movement penalty
Light: DC 10, No cross country movement penalty
Steady: DC 12,+1 Hex Cost for cross country travel that day
Heavy: DC 15, +1 Hex Cost for cross country travel that day and next
Blinding: DC 20, No cross country travel for duration of the rainfall and +1 Hex Cost for cross country travel for that day and next

3d—Forced Marches add to Exhaustion as normal.

4—- In a short rest, short rest abilities recharge.

5—A character may only benefit from one source/use of hit point restoring healing magic per short rest, whether that be a “Cure Wounds” spell, “Healing Potion” or “Laying of Hands”. A character may only benefit from one mundane/alchemical/herbal (Healing Kit, Sunberry Healing Salve, for instance) hit point restoring treatment per short rest, and may not receive mundane hit point restoring treatment for injures suffered before a previous rest period. Temporary hit points are not affected by this restriction.

6– A Healing Kit requires a Wisdom (Medicine) DC 10 check to use. Each use costs one charge.
-If successful, it can restore 1d4 hit points to a character that has not yet received mundane healing this short rest period or 1 hit point if they are being revived from unconsciousness even if they have already received mundane healing this short rest period.
-If the user has the “Healer” feat, then the healer kit restores 1d6+4+(Additional hit points equal to the target’s level) to a character that has not yet received mundane healing this rest period. If the character has already received mundane healing this rest period, they only regain 1 hit point if being revived from unconsciousness and no benefit if not being treated for that purpose.

7—-Unconsciousness (simplified) If a hero is dropped to 0 hit points, and survives by virtue of rolling a natural 20 on a death save, the character is revived with one hit point but not required to make survival checks for being severely injured. This is full natural recovery with no ill effects.

If the character is revived by either making three death saves, none of which were natural 20’s, the DC 10 use of a healer’s kit, healing magic, or “spare the dying”, the character is revived with one hit point and is Severely Injured.

A character who has failed three death saves and is revived by Blue Tree Coagulant, Revivify or Raise Dead (or any other source) is revived with one hit point and is Severely Injured.

While making death saving throws, a creature may move up to half its speed on its turn, crawling or dragging itself. This movement provokes opportunity attacks as normal. The creature may not take any other actions or reactions.

Severely Injured characters suffer the following penalties (disadvantage on Attack and Skill rolls, maximum movement speed is halved, and maximum hit points are halved-basically, four levels of exhaustion.
The next day, roll two DC 10 tests to see if the character will recover, these test can be made using the character’s Constitution Saving throw, and by a Wisdom (Medicine) roll by anyone treating the character.

If the Constitution Save is passed: The character will recover in 3d6-(con modifier) days, but will roll to check for a permanent injury unless treated with a lesser Restoration spell or greater.

If the Medicine Save is passed: The character will recover in 3d6-(con modifier) days, but will roll to check for a permanent injury unless treated with a lesser Restoration spell or greater.

IF both rolls are passed: The character will recover in 3d6-(con modifier) days, and will not suffer any permanent injuries

If both rolls are failed: The character will die in d4 days unless life saving magic (Rebuke Death, Raise Dead, or Resurrection) are used. If such magic is applied, then he character must roll for a permanent injury unless treated with a lesser Restoration spell or greater in addition.

For Lingering Injuries see the tables here:
https://www.gmbinder.com/share/-LWu_LDHSZko9udS4vwN

8.–Where’s the Grenade? Consumable items for party use are not tracked by individual party member. If a party member needs it, and is within “toss it here” distance of other party members, that party member is assumed to have it. This rule is inspired by Nuts! by Two Hour Wargames.

9—- Using a potion only takes a bonus action rather than a full action (administering a potion to another character still takes a full action). A healing potion can be safely given to an unconscious person (the magic heals by infusion, not by swallowing or digestion. It can also be applied externally as a salve for the same effect). Salves and Ointments take a full action or more to apply.

10 —- When travelling roll three times per day on the appropriate terrain table. One for morning, afternoon and evening encounters. There is roughly a 25% chance of an encounter in each time slot based on my encounter tables. At night, if the party makes a to find a safe place to rest – DC 10/15/20 for safe, normal, or dangerous territory respectively. If they pass the test, they won’t have an encounter during the night; if they fail the roll, then the random encounter table is rolled.

11.–The Weave is my Weapon-Damage dealing Cantrips get a damage bonus equal to their caster’s casting ability score modifier. As a light weapon receives from dexterity or a strength based weapon gets from strength. Otherwise, a dagger or crossbow is going to be preferable to a Cantrip because of the more consistent damage at low levels.

12.–An Arcane Caster (Wizard) starts play with 6 spells in their book. In order to learn additional spells, the caster must find a copy of the spell, and pass an Intelligence (Arcane) test DC 10+2x Spell level to add it to their repertoire. A caster may choose to automatically pass this Intelligence (Arcane) test twice each level for a spell the character has obtained. This choice does not have to be made immediately on gaining a level, but must be made before the next level is obtained. The cost to scribe a spell into ones spell book after learning it is 50 gp per spell level. The cost is waived for a spell the caster learns through “auto pass”. If an attempt to learn a spell fails, that spell cannot be attempted again until the wizard gains a level. The learning check is made at advantage for any spell of the wizard’s specialty school and cost of scribing is halved. A caster may only learn a spell that they are of high enough level to cast and must have a written copy of the spell available to learn and scribe it. (If no physical copy of a spell the wizard wishes to obtain is available, the spell can be researched in a proper lab containing 1000 gp worth of books, components and tools but the difficulty of the Intelligence (Arcana) check to learn it becomes is DC 20+2x Spell level) and takes 1 week per spell level to make the attempt and consumes 100 gp per level of the spell in material costs. Spells learned from scrolls consume the scroll. Spells learned from spellbooks persist in the original spellbook. A mentor who knows the spell can assist the student and grant them advantage on their roll to learn. Learning and scribing a new spell from written source material takes 2 hours per level of the spell if the roll to learn is passed

13.–Touch spells may be delivered through a bone or wooden wand, club or quarterstaff. The attack roll of the weapon is combined with any necessary to-hit roll for the spell, and both damage sources apply.

14.–Intelligence matters. A character may select one additional language, or an additional tool proficiency per bonus point of intelligence.

15.–Identifying magical objects. One can either cast Identify, or one can study the object with a Intelligence (Arcane) role. DC 10 for Common, DC 15 for Uncommon, DC 20 for Rare, DC 25 for Very Rare, DC 30 for Legendary. To determine command words, the next higher target is needed (or the Identify Spell). Studying a magic item takes one hour of research for a permanent artifact, or one minute for a potion.

165–While travelling, a party may attempt to forage either in the Morning, Afternoon, or Evening, not making any travel progress during that time block. If the party chooses not to travel, but spend the entire day foraging, three Survival rolls can be made by each person foraging. Food found is sufficient for one person and based on the outcome of a Survival (Wisdom) check below:
1-8-You found nothing today. If you did not eat the day before, you suffer one level of exhaustion
9-11-You find some foul tasting berries, and some crickets. You can take a long rest tonight. But have nothing for your short rests tomorrow.
12-14-You found some good tasting berries, and some birds eggs. You can take a long rest tonight and one short rest tomorrow.
15-19-You found some nutritious berries and caught a squirrel or some fish. You can take a long rest tonight, and two short rests tomorrow.
20+=You found some nutritious berries, enough to fill your hat, a few birds eggs, and even caught a squirrel or some fish. You have enough food for a long rest tonight, a long rest tomorrow night, two short rests tomorrow and the day after.

17—: Avalon modifiers
17a: Dwarves may not become Sorcerers, or Wizards, but have advantage on saving throws vs magic
17b: Only Elves or Half Elves may become Eldritch Knights or Arcane Tricksters
17c: Ranger, Bard, and Paladin classes have been modified as non spell casting classes with alternate bonuses.
17d: Characters start knowing their native language, plus Tradefist, plus languages granted by race, class or background, plus one lange per intelligence modifier.

18a—-Languages have a Nationality, and a Language Group.

They are recorded as Race/Nationality/Language Group

If a character knows the correct Race/Nationality/Language group, then communicating with another who knows the same is automatic.

If they know the right Race/Language Group but the wrong nationality, they must pass a DC5 check to communicate without error. This test is made with Advantage if one has lived in the new region/nation for more than one month (35 days in this campaign’s calendar).

If they know the right Race tongue, but not the correct language group, they must pass a DC 15 check to communicate without error.

Languages listed as “Local” only have local dialects, if the Race/Nationality/Language (Local) don’t all match exactly, the speaker must pass a DC 15 check to communicate without error.

Any communication check that failed and had a natural 1 rolled results in a critical misunderstanding (a possible insult). Remember a natural 1 is not an automatic failure nor a natural 20 an automatic success in skill rolls. A character with an 18 intelligence will always succeed at a DC 5 communication check.

(Pure) languages are universal. There is no communication error regardless of nationality if one speaks the (Pure) version of Elven. Other languages with (Pure) variants are Draconic, Celestial, Infernal and Fey, but learning and using such languages is often problematic.

Another “universal” language is Tradefist, which is made up of gestures and spoken by most every creature whose language is not listed as (Local) It is used to denote prices, coin types, quantities, and by pointing, products for trade. Any other use requires a DC 20 intelligence check by both parties.

If one knows a Race tongue, one can learn another Language Group of that Race tongue in half the normal amount of time (125 days instead of 250 days) less 10% per point of intelligence modifier.

If living among people who speak a language one is studying, the time to learn is reduced by an additional 10% in addition to any intelligence modifier.

18b:Literacy

Characters may be Fully Literate, Practically Literate, or Illiterate.
Literacy applies per character, not per language — if a character can read one language, they can attempt to read any language they can speak or study, using the same DCs as for verbal communication.

18b1. Fully Literate

The character can read and comprehend any language they are familiar with, subject to the same DCs required for spoken understanding. They can write clearly, maintain correspondence, copy texts, and study written works.

Applies automatically to scholars, wizards, scribes, nobles, and most clergy.

Example: Edwin Marlowe.

18b2. Practically Literate

The character can read and comprehend any familiar language for topics within their trade or experience (military orders, contracts, tool instructions, etc.) using the normal communication DC. For topics outside their trade, apply a +5 penalty to the DC.

Writing is functional but lacks grammar or formal script; notes are often brief or phonetically spelled.

Example: Ronan Vale (soldier), Garrick Hale (ranger/craftsman).

18b3. Illiterate

The character cannot read or write formal text in any language.

They may recognize:

simple symbols or signage in their spoken language, their own name or personal mark, numeric or pictographic shorthand related to daily survival (coins, tavern signs, street cant).

Illiterate characters can learn to read through downtime training (see Learning a New Skill).

Example: Sylvia “Quickstep” Tanner.

18b4. Checks and Learning

Reading comprehension uses the same DCs as verbal communication for the language (DC 5 / DC 15 / Local).

Practically Literate characters apply a +5 modifier for unfamiliar subjects.

Illiterate characters require 250 days of study (half time if tutored by a literate companion) less 10% per point of intelligence modifer to become Practically Literate.

A Practically Literate character requires 2500 days of study (half time if tutored by a literate companion) less 10% per point of intelligence modifier to become Fully Literate.

Optional Rule: Script Recognition

Even illiterate or semi-literate characters can sometimes recognize script type (Elven, Dwarven, Goblin, etc.) with a DC 10 Intelligence (History) check, allowing them to identify the origin of a document even if they can’t read it.

  1. Passive Perception and Traps: I am going to assume characters are always checking for traps, but instead of passive perception, I’ll require a perception check with the passive bonuses for skills like Observant, and no, a 1 is not an auto fail. 1’s and 20’s only auto fail and auto succeed in combat. But even high perception people should be able to stumble into traps as people do get distracted, and a Passive Perception of 18 shouldn’t make nearly every trap in the world useless. Per RAW, there is a -5 on Perception rolls in darkness without light for characters using Darkvision.
  2. Jumping is a DC 8 for to jump one’s strength in feet and other bonuses, with an extra foot distances per additional 5 points of successes (DC 13 to get one extra foot over strength, DC 18 for two extra feet, DC 23 for three extra feet). Distance jumped is one foot short for every point the roll fails by (DC 7 is Strength-1 ft, DC 6 is Strength-2 ft)
  3. Holding Breath Under Water: Most characters can hold their breath for a number of rounds equal to their Constitution Score, after which they must pass a DC 15 Constitution save each round or drop to Zero HP and lose consciousness. Characters that possess the Background “Pearl Diver” (like Mendy Bleher, for instance) can hold their breath for a number of MINUTES equal to their Constitution Score, after which time they must pass a DC 15 Constitution save each minute or drop to Zero HP and lose consciousness.

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