D&D House Rules

Last 3 Edits

Feb 26th, 2016. Changed mention of flaws to drawbacks.
August 9th, 2015. Edited to link to Renown & Relationships (which I have now explained).
May 6th, 2015: Edited page to reflect current pages (notably the addition of the Weapon Group tables).

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This page lists all the House Rules we are using to modify the Basic Rules for D&D. They are listed below in the same order and under the same headings used in the Player's Handbook.

Chapter 2: Races
Chapter 3: Classes
Chapter 4: Personality & Background
Chapter 5: Equipment
Chapter 6: Customisation

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CHAPTER 2: RACES

All of the racial rules have been modified. Our Races Page outlines the changes listed below. All descriptive text from the PHB can be used as is, but of course may vary for different settings.
Races vary in the following ways:

  • Subraces. New subraces. These may be available according to the setting.
  • Features. Some of these have been modified and new ones have been added. Use the features from our Races Page INSTEAD of those in the PHB.
  • Drawbacks. Our races start with negative features/traits too (in the style of 1E through to 3E). These are assigned drawbacks for which you gain no benefit.
  • Bonus Proficiencies. To compensate for the assigned drawbacks, races may have extra proficiencies to choose from. These lists are based upon traits common to the race and granted racial proficiencies (such as a dwarf's ability with tools) has also been rolled into this feature.

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CHAPTER 3: CLASSES

You really need to open the the relevant class page and follow the guidelines there when creating a character. Whilst one from the PHB would fit in, we have several alterations and options available.

  • Additional Subclasses. Additional subclasses may be available (especially in specific settings). Feel free to browse those on the EnWorld Databases (linked in Side Nav Bar), but check with the DM before adopting them. We also have some new subclasses detailed in the various Class Pages.
  • Expanded Skill Lists. As we have extra skills, they have been added to the skills each class can choose from.
  • Spells. Divine casters create a list of spells that that they know. They do NOT automatically know all spells on their lists. This is to better cater to new spells being added without lists being overwhelming. Full casters (clerics and druids) put together lists with 12 spells for spell levels 1st to 3rd; 8 spells for spell levels 4th to 6th; and 4 spells for spell levels 7th to 9th. (Extra spells for subclasses, such as domains are added to this list). 'Half-casters' (paladins) create lists with half the number of spells for full casters.
  • Weapon Group Proficiencies. Classes choose a limited number of weapon groups for proficiency, in place of the listed weapons in the PHB.
  • Variant Features. On some of the class pages there may be variant or additional feature choices for your class, such as the Unfettered option for fighters or the martial (non-spellcasting) ranger.

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CHAPTER 4: PERSONALITY & BACKGROUNDS

Backgrounds and personality development work as usual, though there are a number of additional steps you can take. The Drawbacks are a big part of our House Rules and have their own page, whilst all the other ideas are explained on the Personality & Background Page.

  • Drawbacks. Many races have starting drawbacks for which they gain no benefit, but characters are free to choose additional ones in order to gain bonus proficiencies or even feats. (See the Flaws Page.)
  • Skills. There have been some skills added to the list. (See the Skills Page for the full list.) Some of the new skills may be more appropriate for the existing Backgrounds, so check with the DM if you wish to swap them.
  • Renown & Relationships. Along with the Renown (explained in the DMG), PCs gain Relationship Dice to roll each session. (This is based upon an idea from the 13th Age RPG and allows characters' backgrounds and relationships to have an effect on play). If you wish to use this mechanic to bring in your PC's background and contacts, see the Personality & Background Page.
  • One Unique Thing. This is not so much a rule, as an idea. It is not compulsory (or even needed), but feel free to choose something that makes your PC different to all other characters in the world. The idea is outlined in the 13th Age SRD and book.

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CHAPTER 5: EQUIPMENT

We have our own Equipment Page, that outlines some of the following features:

  • Weapon Groups. Weapons are now in groups for the purpose of proficiency. Races and Classes grant you proficiency in Weapon Groups. The groups are on the Equipment Page. Each group is sorted into Simple and Martial, which do not necessarily follow those categories from the PHB. They work more as a division within the group only.
  • Weapon Qualities. Listed on the Equipment Page. We have an expanded list of weapon qualities, to make wielding different weapons a more varied experience.
  • Encumbrance. We use the variant rule, outlined on page 176 of the PHB.

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CHAPTER 6: CUSTOMISATION

  • Multiclassing. This option is available. See PHB p163.
  • Feats. This option is available. See PHB p165. (You can gain access to feats at character creation by taking Flaws). See the Feats Page for a complete list of available feats and the descriptions for House Feats we have created.

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CHAPTER 8: ADVENTURING

  • XP. White and blue poker chips are used to reward good role playing and exciting/entertaining moments at the gaming table. They can also be awarded by the GM for a game to reward work done outside of the game, such as completing adventure logs on the campaign website. Five white chips can be traded in for an Action Point/Bennie. Those chips remaining can be cashed in for XP at the end of each session at the rate of 10xp x current character level per chip.

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CHAPTER 9: COMBAT

  • Action Points/Bennies. Chips are used to reflect Action Points. Each character starts with 1 chip. These will be drawn randomly. The various colors for the chips have alternate capabilities when played:
Color Effect
Black
Blue
Green
Red

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