HBR - Death

by DMJesseMax

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Homebrew Rules

Rules matter. A great deal of time was put into writting and playtesting the rules for D&D 5th edition. As written, I believe they work. At the same time, 5e encourages DMs and players to create, modify and play at the levels they feel works best for them.

Adventuring in a persistent world requires, at times, modifications to the rules. When that happens, these houserules need to be clear and easily accessible. Any and all campaign-wide houserules will be outlined on this page. This page will be updated to accomodate rulings and changes as necessary. Suggestions are always welcome.

How I Run My Games

Table of Contents

A. Table Rules

  1. Criticals
  2. Bloodied
  3. Resurrection Rules
  4. Player Awarded Inspiration

B. Expectations

  1. Running the Game
  2. Player Behavior

C. Additional Allowed Text

  1. For Characters

PART 1

Table Rules

Criticals

Rolls of 20 or 1 are considered critical when rolled during attacks. When a player rolls a critical hit or critical fail, they draw a card from the appropriate deck and apply the selection that most closely resembles their attempted action (melee, range, or magic). While a character that can attack more than once per turn can have multiple critical hits they can only critically fail once. Subsequent rolls of 1 are simply counted as missed attacks.

In most cases NPCs, famiiars and other critters will not draw cards for criticals and will simply double the damage dice rolled for critical hits.

Saving throws, ability checks, and initiative rolls to not have special effects when 1 or 20 is rolled.

Optional During initiative rolls a 1 or 20 could be used to give characters advantage or disadvantage on their first action.

Notes on Critical Failure: Statistically, the chance for critical misses increase as a character advances. While the critical fail cards do not overly punish characters for missing, this is something that is untested with higher level characters and will be monitored.

Bloodied

When a creature is reduced below 50% HP during combat the GM will announce that the creature has been bloodied. This helps players have a better visual on how the battle is going.

Currently, there are no other bonuses with this condition.

Resurrection Rules

5th edition D&D is generous with ways that death can be avoided. While character death isn't something that should happen often, peril is an important aspect of story. To help make death a little more consequential and revival a bit more of a team effort, we use a version a rule that was developed by Matt Mercer.

True Resurrection and Wish works as written.

Raise Dead, Reincarnate, and Resurrection require a saving throw to succeed. The DC is 10 + the number of times the character has been resurrected. Other people can contribute skills to the ritual to reduce the DC by r, but failure on those skills increase the DC by 1 instead. If the DC save fails, the soul is lost but the consumables elements of the spell are not consumed.

Revivify and other revival spells that have a single round cast time require a save with the same DC as above. Others may not participate to reduce the DC. If the check fails the soul is not lost but you may not try again with a spell with a 1 round casting time.

Player awarded Inspiration

In addition to the DM awarding inspiration for a particularly good bit of play during the evening, we spend the last few minutes of our time together to collectively reward inspiration.

Each session, two inspirations are awarded by the table. One for great roleplay and one for battle. Anyone at the table can make a case (usually for another player) and we'll come to a consensus.

Session awarded inspiration should be used within two sessions.

Players may have up to 3 inspirations at one time.

Inspiration stacks.

Part 1 | Homebrew Rules

PART 2

Expectations

Running the game

The following aren't so much a collection of homebrew rules, just more of how I, as DM, run our table and games. It also covers what you can expect from me as a DM and what I and other players expect of each other.

Milestone based leveling

No doubt, players want to level and discover new abilities of their characters. Using a pure XP system tends to lead players to look for combat in order to achive this quickly.

Aside from fun, the most important element at our table is the story. When I DM, I'd rather spend the time making sure the story works well, no matter what the characters choose to do, instead of figuring out the XP needed for encounters. Likewise I don't want to artificially give XP in order for characters to reach the next level so that the story my proceed.

Unless we say differently at the start of a campaign, we use milestones for character progression.

Rule Clarification

From time to time, the question of a rule will come up. As the focus is on the storytelling aspect of the game, a long break into determining how something works could break the immersion of the story. Instead, as DM, I'll either ask for a clarification or simply make a ruling. If I've made an inncorrect ruling, I'll let everyone know at a later session and we'll adjust the rule going forward, however the ruling stands for the session that has already passed.

First Session Rule

You can completely remake your character between the 1st & 2nd sessions. No one really knows what the flavor of a campaign will be until it starts; players have more confidence if they know they’ll be free to adapt once they get a taste.

PvP

Your fun ends when another person's fun begins. The goal of the session is to have fun, but that doesn't mean you can have fun at the cost of others' fun; an occasional jab at stuff like rolling a natural 1 for inconsequential stuff is fine, but it's about respect.

  • Tension can lead to great stories. When it rises between characters, story will the focus and the resolution. In other words, no player combat.
  • Dice tolls against another character will be allowed sparingly and only when prompted by the DM.

Unannounced Dice Rolls

Some people fidget with dice to keep focus on the game - that's fine as long as the clatter doesn't distract others...but the rolls mean nothing. When you'd like your character to attempt something, let the DM know what it is that you'd like to do and then you'll be told if a dice roll is even needed. Before that, the roll does not count.

PC Secrets

In-game secrets are sometimes permitted. However, this will generally be reserved for established games and games with close friends. All game secrets are to be monitored by the DM.

Thieves Cant

In general, a character who knows thieves cant can use this ability to attempt to contact others who know the cant. They'll toss in words and gestures that will seem normal to those who do not know thieves cant and possibly get a similar response from those who do. At the GMs discretion, an ability check my be required.

Player Behavior

Alcohol

If you're an adult, your behavior should match. Drinks are welcome at the table, but intoxication is not.

Narcotics

Narcotic use is not welcome during the game nor is a player welcome to play while under their effects.

Player Attention

Respect for others is one of the most important rules at the table. We're hear to enjoy the game together; please be engaged in what is happening in the story, even if it doesn't center on your character.

Cellphones and other electronic devices are welcome, but make sure you read the above paragraph. If you get an important call, let the table know, we'll take a break if we can.

Disruptive Topics

Talk about what you wish before and after the game, but please be aware that we are here to enjoy a game together. Some topics are off putting to others - no one is here to enter a debate or to be swayed to 'your side.' Please tread carefully when talking about religion, politics, relationships, or sports. These topics can become heated and disruptive to game sessions.

Player Expectations

Your expectations cannot be met if others don't know what they are. However, simply stating what you want doesn't mean that you will always get it. My D&D games are cooperative storytelling games. During session 0, I'll ask what everyone wants from the gametime - that's a great time to voice you opinion.

Possible expectations include: getting loot, role playing, killing stuff, hanging out with friends or pretty much anything else.

All in all, each of us is there to have fun - it helps to know what your idea of fun is so we can all work to help each other enjoy the game.

Player Discomfort

Some topics are out of bounds for our story. Rape is one that will not be allowed during any of my games. Other out-of-bounds topics may be set during a session 0 (meeting before the game starts). However, as a story unfolds something may happen that makes a player uncomfortable. When this happens, please speak up. If a break is needed to discuss it, ask for a break. I'm happy to speak privately about it either during that break or after the session. I do not need a lengthy reason why it makes you uncomfortable, just what makes you uncomfortable and, if you have them, suggestions to better handle the scene.

If something makes you uncomfortable, but does not rise to the level of needing to be discussed, you are welcome to step away from the table for a bit.

What You Know - (aka metagaming)

??? - Everyone brings different expectations to the table and there are many parts of RPGs to be enjoyed. I get the most fun from the role playing aspects of the game - I love a good story. A key piece of a good story, and a good role play, is reactions to the unexpected.

However, it is unreasonable to think that all players will be able to seperate what they know from what their character knows. In other words, I think that DMs should expect there to be some amount of metagaming done at their table. - ???

PART 3

Character Creation

Currently all official WOTC books are allowed for character creation (exceptions noted below). Play test material, such as unearthed arcana, is generally disallowed unless listed here. However, exceptions can be made - if choosing something outside what is listed here, please consult with the DM first.

Please Note

  • Although D&D Beyond contains WOTC material, not all everything published there is official WOTC material.
  • DnDWiki contains a great deal of unbalanced homebrew rules and generally will not be allowed.

Additional Allowed Text

Class Feature Variants from the Unearthed Arcana (as of Nov. 11, 2019) is allowed.

The Spells & Feats listed in FIGHTER, ROGUE, AND WIZARD from Unearthed Arcana (as of Nov. 25, 2019) is allowed.

Limitations

The secrets of creating and operating gunpowder weapons have not been discovered in this corner of the D&D multiverse.

PART 4

Additional allowed
or used texts

For Character Creation

Class Feature Variants from the Unearthed Arcana (as of Nov. 11, 2019) is allowed.

The Spells & Feats listed in FIGHTER, ROGUE, AND WIZARD from Unearthed Arcana (as of Nov. 25, 2019) is allowed.

Monsters

PART 5

Working Notes

About the DM

I began playing D&D after hearing it described as cooperative storytelling. That's the type of game that I want to play - but rules are still needed. They give the storytelling of D&D structure and order. Their existence keeps the game enjoyable by everyone.

My main group began playing mid-2018. In the time that followed we've collected new rules and modified others to help our stories be more entertaining.

What follows is a collection of modified and created rules that we use for our Friday night campaigns.

Possible rules to write about

Rules discussion in the running session take 2 minutes, not longer. This is timed. I don’t know all the rules by heart, and I know it. if someone tells me “actually, the book says X”, mostly I’ll shrug, say okay. If there’s an argument to be had, I listen to both sides for about 40 seconds each and make a decision, then we sit down after the game.

Preference of point buy

I reserve the right to veto characters - and you’d better have one hell of a pitch for evil or chaotic neutral characters in D&D.

As GM I can override the rules, but consider it a failure if I have to. I also consider there are no bad character ideas (someone may even someday play a kender in one of my games, but I doubt it). If you want to play an evil character make me a good pitch and no backstabbing the party and I still reserve the right to say no. And Chaotic Neutral is arguably worse than evil. Just getting everyone on the same page is a good thing.

If you're not comfortable with anything, just raise the “X” — no need to explain why — and I'll skip forward. I don't usually have to use this for groups that I'm used to running because I'm aware of what makes them tick, but for one shots and conventions it's important to make sure that everyone's respected and having fun. So making an X sign with the fingers is enough of a sign to let me know I'm crossing a line that shouldn't be crossed. For subjects that I know players might be sensitive about (like gore in horror), I already take the initiative and make an index card with an “X” on it; even touching the card is enough a signal to me that I shouldn't continue with what I'm saying and just skip to the next scene (though raising it up literally, can help catch my attention if I'm caught up in the moment).

One Unique Thing. I often remember characters based on the unusual and unique quirks they have (even when they have no mechanical bearings), so I always encourage players to add something that would help me remember their characters easily.

White about importance of Gods and Magic

Importance of 'Noir'

I Forgot (immunity, actions, etc.) once it's over, it's over - we don't retro unless the story needs it. There’s no retroactive changes. If you are immune to something, but don’t point it out until after the fact, the action stands.

DM Ideas

Fronts instead of Story Arcs. Instead of writing a set of stories to run for the players to play through, I design problems for players to solve… problems that have lasting effects in the game world if ignored by the players.

“Don't prepare for more than one session ahead.” It's a piece of DMing advice given to me before, and I've taken it to heart ever since. I take notes on the current and past sessions, and prepare for the next session and the next session only, using fronts as added guidelines on what likely happens next.

Lawrence Augustine R. Mingoa, on Quora (last 2, X, and fun begins) https://www.quora.com/What-are-your-favorite-D-D-house-rules-and-how-have-they-made-your-campaigns-better

Future Rules to Consider

  • Secret Death Saving Rolls (https://litrpgreads.com/blog/rpg/our-7-most-recommended-homebrew-rules-for-a-dungeons-dragons-game)
  • Fast Action. Players who know what they’re going to do right away on their turn (namely combat) get a +1 to whatever they are attempting. This works pretty well to get the mindset of the players both fast paced and efficient with time management between turns. I think it really helps set the “pace” of combat to be a little more urgent and realistic with the stress of acting immediately. It’s also nice to give the players a reward for generally paying attention and knowing their spells, etc.
  • Deus Ex Machina. If under duress a player decides to spend a full-round-action to pray to their deity (typically a once-per-day or week kind of thing) for divine intervention. Next, we roll the ol’ d10,000. I take the top 1% to mean the prayer is heard and top 0.1% (or 1/1000) to mean the god intervenes. This deters characters from trying this too much, but makes for an epic story when someone lands it in a clutch situation. Deus Ex Machina is not fun if it happens a lot – but 1/1000 after giving up a full round of action is probably the right chances to make it interesting.
  • Fighting dirty: https://www.dndbeyond.com/posts/203-fighting-dirty-cinematic-combat-stunts
  • 3x20. If you roll a Natural 20 to hit, roll to confirm. If you roll a 20 again, good job, you’ve confirmed, bur roll one more time anyway. If by some insane fluke, you manage to roll a third 20… the gods clearly favour you (it’s a fantasy game, you HAVE to use the British spelling) and are guiding your aim, and you have just instakilled whoever you targeted with your attack. No matter what.
  • Re-Roll Coin: Everyone has a poker chip. You can turn it in for a reroll of the die. BUT, if you cash it in, the GM gets it, and then HE can use it at some later time and get a reroll on one of HIS dice. At that point, you get your re-roll back.
  • Add something cool to the game/community, get insperation
  • When a PC drops below 0 HP and has to start making death saves, we don’t roll until someone reaches him to help or until combat ends. We just keep track of how many rounds pass, and how many saves he’ll have to make.

This means that none of the other PCs know anything about his status other than he’s dying and it’s been x rounds. We’ve found this more dramatic than knowing that “he’s made his first two saves so he’s not really in danger, I have at least two more rounda of attackkng the bad giys before I need to help him”.

Kind of minor but it helps make a PC going down a big deal.

We also add a level of exhaustion to PCs who reach 0 HP. This level of exhaustion stacks with others, but is automatically removed on a short or long rest.

  • Thomas McCaskey Answered Aug 1, 2018 · Author has 5k answers and 1.3m answer views This is really simple, but it adds so much to the game.

Players roll perception rolls, saving throws, etc. but aren't necessarily told WHAT those rolls are for, or even what characteristic the roll is against. Sometimes I have them roll for no reason at all.

Here’s how it works. As they progress thru the adventure, they’ll make rolls and I will note them in a logbook. The log indicates what, if anything, the roll was for. If they were rolling to notice something hidden or invisible, but no one succeeds, they shouldn't know that they were rolling to notice something. Thus I won't tell them about it unless someone succeeds.

Suppose someone is bitten by a snake. They shouldn't know instantly if they made their save vs. poison, so I’d have them roll the dice into a shoebox and then I’d record the roll in the logbook. They don't get to see it. Only a few minutes later, once the venom starts working (or not) should they discover the outcome of the roll.

  • Time pool: https://theangrygm.com/hacking-time-in-dnd/
  • ???Adding to the scene insperation??? First, if the PCs wish to establish anything that fits the tone of the scene and doesn’t conflict with anything established then that’s fine. If they want to pick up a bone from a joint that the next table over were eating to use as an improvised weapon then I’m going to let them as long as I hadn’t established otherwise even if my notes say the table was eating stew. It’s only established either if it’s directly plot relevant or if I’d actually said it. This encourages players to add details to scenes making it richer than I would and I’ve never known them to take the mick.
 

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