House Rules and Rule Clarifications

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House Rules and Rule Clarifications

#1 Post by dmw71 »

House Rules and Rule Clarifications
The below list is the current set of house rules, or rule interpretations. It should be considered a work in progress, and is subject to revision:
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Die Rolls

#2 Post by dmw71 »

Die Rolls
  • Please create a character in the die roller and link it to campaign ID 634;
  • Only rolls made in the Unseen Servant die roller will be accepted;
  • Any required rolls not provided by the player will be produced by the DM (If you think a roll might be needed, make it;
  • I do not carry over or "bank" rolls, so any provided roll not used will not carry over to a future round.
Types of Rolls (Who Makes Them)
  • All Monster and NPC Rolls (DM)
  • Initiative (Player)
  • Attack and Damage Rolls (Player)
  • Saving Throws (Player)
  • Ability Checks (Varies)
    • Note: I will probably start the game making these rolls, but may pass them onto the player if I feel it will work and not slow the game down too much.
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Ability Scores

#3 Post by dmw71 »

Ability Scores
We will be using the variant 'point buy' system in this game, which allows a player to use the standard array ( 15, 14, 13, 12, 10, 8 ) if desired, but also provides some flexibility.

Players will have 27 points to spend using the following table:

Ability Score Point Cost

Code: Select all

Score   Point
  8       0
  9       1
 10       2
 11       3
 12       4
 13       5
 14       6
 15       9
Notes:
  • These are just your starting scores, which can be increased by racial or other bonuses.
  • Players are free to use the 'Attribute Point-Buy Calculator' if they'd like.
  • There's also a list of all the different combinations here:
    [5e] Here is a complete list of valid ability score combinations for the point-buying ability score variation in 5th edition.
    15, 15, 15, 8, 8, 8

    15, 15, 14, 10, 8, 8

    15, 15, 14, 9, 9, 8

    15, 15, 13, 12, 8, 8

    15, 15, 13, 11, 9, 8

    15, 15, 13, 10, 10, 8

    15, 15, 13, 10, 9, 9

    15, 15, 12, 12, 9, 8

    15, 15, 12, 11, 10, 8

    15, 15, 12, 11, 9, 9

    15, 15, 12, 10, 10, 9

    15, 15, 11, 11, 11, 8

    15, 15, 11, 11, 10, 9

    15, 15, 11, 10, 10, 10

    15, 14, 14, 12, 8, 8

    15, 14, 14, 11, 9, 8

    15, 14, 14, 10, 10, 8

    15, 14, 14, 10, 9, 9

    15, 14, 13, 13, 9, 8

    15, 14, 13, 12, 10, 8 <--- Standard Array

    15, 14, 13, 12, 9, 9

    15, 14, 13, 11, 11, 8

    15, 14, 13, 11, 10, 9

    15, 14, 13, 10, 10, 10

    15, 14, 12, 12, 11, 8

    15, 14, 12, 12, 10, 9

    15, 14, 12, 11, 11, 9

    15, 14, 12, 11, 10, 10

    15, 14, 11, 11, 11, 10

    15, 13, 13, 13, 11, 8

    15, 13, 13, 13, 10, 9

    15, 13, 13, 12, 12, 8

    15, 13, 13, 12, 11, 9

    15, 13, 13, 12, 10, 10

    15, 13, 13, 11, 11, 10

    15, 13, 12, 12, 12, 9

    15, 13, 12, 12, 11, 10

    15, 13, 12, 11, 11, 11

    15, 12, 12, 12, 12, 10

    15, 12, 12, 12, 11, 11

    14, 14, 14, 13, 9, 8

    14, 14, 14, 12, 10, 8

    14, 14, 14, 12, 9, 9

    14, 14, 14, 11, 11, 8

    14, 14, 14, 11, 10, 9

    14, 14, 14, 10, 10, 10

    14, 14, 13, 13, 11, 8

    14, 14, 13, 13, 10, 9

    14, 14, 13, 12, 12, 8

    14, 14, 13, 12, 11, 9

    14, 14, 13, 12, 10, 10

    14, 14, 13, 11, 11, 10

    14, 14, 12, 12, 12, 9

    14, 14, 12, 12, 11, 10

    14, 14, 12, 11, 11, 11

    14, 13, 13, 13, 13, 8

    14, 13, 13, 13, 12, 9

    14, 13, 13, 13, 11, 10

    14, 13, 13, 12, 12, 10

    14, 13, 13, 12, 11, 11

    14, 13, 12, 12, 12, 11

    14, 12, 12, 12, 12, 12

    13, 13, 13, 13, 13, 10

    13, 13, 13, 13, 12, 11

    13, 13, 13, 12, 12, 12
-- Project --
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Player's Handbook Plus One

#4 Post by dmw71 »

Player's Handbook Plus One
All players are welcome to use the Player's Handbook.

Additionally, you can also select one of the two following choices (each of which have additional rules for races, classes, backgrounds, and spells) to use for your character:
  • Xanathar's Guide to Everything
    Sword Coast Adventurer's Guide
This secondary source, if any, will be noted on your character sheet, and can not be switched once your character has started play.
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Spellcasting

#5 Post by dmw71 »

Shaede wrote:Dave, So, I did some reasearch online (Google to the rescue) and found this:
I'll have to give that whole post a read, but what you said below actually makes perfect sense. Yes, the target receives a saving throw against their ability score modifier, but the -1 from Aubron's intelligence also comes into play when determining the DC needed to make that save.

Okay, now I think I really get it, but I went digging to find the official rules on this:

Spellcasting
Casting a Spell > Saving Throw
Saving Throws wrote:"Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."

Casting a Spell > Attack Rolls
Attack Rolls wrote:"Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated (see chapter 9)."


So, let's say you attempt to cast 'Poison Spray' against a black bear.

The DC of your spell would be 9:
  • 8
    + your spellcasting ability modifier (-1)
    + your proficiency bonus (+2)
    + any special modifiers (+0)
    ----------
    8 + (-1) + 2 + 0 = 9
Since the black bear has a 14 constitution, which is +2, it would need to roll a 7 or more in order to resist the spell.


That makes sense to me.
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Inspiration

#6 Post by dmw71 »

Inspiration
  • Date Added: Wednesday, February 21, 2018
    Reference: OOC I comment
"Regarding Inspiration, I plan to play this by the book (e.g. only one at a time (not three), and must be declared before the roll is made). That is my plan anyway. I might have a bit of flexibility here (e.g. applying it after a roll), but let's stick with the by-the-book implementation... for now.
---
Edit: Tuesday, March 13, 2018
I will allow a player to use their inspiration at any time and not require them to declare their use of it before making a roll.

---

Official Rule: Inspiration."
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Initiative

#7 Post by dmw71 »

Initiative Official Rule:
PHB wrote:"The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."
House Rule:
dmw71 wrote:"Let's say, for all "common" monsters, assume the PC will win all ties when it comes to initiative. I'm not familiar enough with the monsters in 5e yet to know where I'll draw the line, but I will specifically request (or make) a tie-breaking roll for special or "uncommon" opponents."
---

Official Rule: Initiative.
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Ranged Attacks in Close Combat

#8 Post by dmw71 »

Ranged Attacks in Close Combat
  • Date Added: Wednesday, March 7, 2018 (Updated: Friday, April 6, 2018)
    Reference: d&d 5th edition
Official Rule:
PHB wrote:"Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated."
Edit:I am going to extend the above rule slightly, as follows:

"When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if your target is engaged in melee with an ally at the beginning of the round. Further, if a natural 1 is rolled on one of your disadvantage dice, the result of your other die will be used as an attack roll against your ally."


Example
Aubron can fire freely at any of the three giant rats as they have a 5-foot reach and are not currently engaged in melee with an ally at the beginning of the round.
Rats!.png
Rats!.png (275.75 KiB) Viewed 4429 times
However, if Kelben were to engage with Rat #2, a ranged attack from Aubron targeting Rat #2 the following round would be made at disadvantage.
Rats in Melee.png
Rats in Melee.png (276.01 KiB) Viewed 4429 times
If Aubron risks a disadvantages shot into melee, and his two rolls are a 1 and a 15, the 15 would be considered an attack roll against Kelben due to the fact that the other die result was a natural 1. If the 15 hits, all damage would apply as normal.

---

Edit:
In the game I played in last night, I had a rogue perched upon a rooftop firing down into melee. Instead of disadvantage, which I applied as a house rule above, the DM (who's great!) simply gave my target half cover, which increased its AC by 2.

As my goal is to play the game as close to by-the-book as possible, this clarification will override my previous house rule. The rule quoted will still apply when you attempt to use a ranged weapon when a non-incapacitated opponent is within 5-feet of you (e.g. disadvantage on the attack roll), but simply firing into melee will not automatically result in a disadvantage situation.

Using the same two examples above, the half cover rule would apply to both since Kelben is directly between Auborn and his target. If, however, Auborn or Kelben would move at least 5-feet in either direction and create a clear lane to fire in, this cover would be eliminated.



Official Rules:
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Switching Weapons

#9 Post by dmw71 »

Switching Weapons
Shaede wrote:1. Switching weapons is free action (completed in same round)
2. Sheathing one weapon and drawing another is one action (1 round to resolve)
3. Sheathing one weapon is one action and drawing another is another action (2 rounds to resolve)
I've been thinking about this, and we will go with your first option.

The idea here is that I don't want to penalize players by making them waste a turn simply to switch from one weapon to another. If you're simply performing a simple weapon switch, you're good. Attempting to switch weapons multiple times (e.g. bow > sword > bow or dagger > staff > dart ) in a single round will require the 'Use an Object' action.
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Using Ability Scores

#10 Post by dmw71 »

Using Ability Scores Official Rule:
Using Ability Scores wrote:FINDING A HIDDEN OBJECT
"When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.

In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."
---

Official Rule: Using Ability Scores.
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Locked Doors

#11 Post by dmw71 »

Locked Doors I believe this is how it is handled:
  • It's a Dexterity check against a DC (which I know what it is).
  • If you have and are proficient with thieves' tools, you get to add your proficiency bonus to your roll.
  • If you're a rogue and have expertise in your thieves' tools, you get to double your proficiency bonus.
Here are the rules I referenced:

Other Dexterity Checks
Other Dexterity Checks wrote: The DM might call for a Dexterity check when you try to accomplish tasks like the following:

Control a heavily laden cart on a steep descent
Steer a chariot around a tight turn
Pick a lock
Disable a trap
Securely tie up a prisoner
Wriggle free of bonds
Play a stringed instrument
Craft a small or detailed object
Thieves' Tools
Thieves' Tools wrote:This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Locked Doors
Locked Doors wrote:Characters who don’t have the key to a locked door can pick the lock with a successful Dexterity check (doing so requires thieves’ tools and proficiency in their use). They can also force the door with a successful Strength check, smash the door to pieces by dealing enough damage to it, or use a knock spell or similar magic. Chapter 8 provides guidelines for setting the DCs and assigning statistics to doors and other objects.
Expertise
Expertise wrote:At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Example:
So, for Kelben, it would be an ability score check with a +6 modifier, broken down like this:

Dex: +2
Tools: +2 (+4 with Expertise)
----
Total: +6

Note: I'm assuming Kelben has Expertise with his thieves' tools since he only has Expertise in one skill (Stealth), when he could have had it in two if not using that second slot for the tools.
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Two-Weapon Fighting

#12 Post by dmw71 »

Two-Weapon Fighting
  • Date Added: Tuesday, May 1, 2018 | Revised: Monday, December 3, 2018 (Added Video)
    Reference: OOC I comment
Great Explanation (Added: Monday, December 3, 2018) Official Rule(s):
  • 'Light' weapon property
    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
  • Two-Weapon Fighting
    • General Rule
      When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

      If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
    • Fighting Style (Fighter)
    • Fighting Style (Ranger)
      When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
    • Dual-Wielding (Feat):
      • You master fighting with two weapons, gaining the following benefits:
        • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
        • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
        • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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