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House Rules

Inventory & Loot #01

Weight management
Individual weight management is active.

Old currency does not weigh anything. New currency looted has weight until you return to town. DM may mention in Metric measurement but game mechanic uses Customary measurement. (1.0 lb = 500grams). Size of an object matters. You may be strong but the grip and center of gravity matters.

 

Combat weight = strength score*5. If you exceed that weight in combat, you are encumbered (-10 movement speed in combat). Items you want to use in combat will be included in the calculation.
Max carrying weight = strength score* 15. When you exceed this weight, reduce your speed by half, disadvantage on attack rolls, ability checks and saving throws. 

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Downtime Activity #01

Crafting System (New)

Character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of non-magical gear and non-archetype gear. Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50 (Round Up). 

 

A character can complete multiple items in a workweek if the items‘ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it.

 

A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers. A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. 

The DC increment and the frequency for the checks is based on the crafting cost of the item. Every 100 gold +1 DC, every 10 workweek + 1 roll. The skill check against the DC may alter the amount of workweeks of the project. 

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Downtime Activity #02

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Crafting System for Magic & Tech Items (New)

Creating a magic or highly advance tech item requires more than just time, effort, and materials. This specifically involves in finding the formula or recipe of such items (through adventures, researching or purchasing from Exotic NPC) . In the formula/recipe, it will dictate the total cost, number of workweek required (no deduction available) and an Exotic material that must be research and found through adventuring in the world. Potions of healing and spell scrolls are exceptions to the following rules. 

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Training System (New)

Character who has the time and has found an existing Tutor to spend downtime to aquire new abilites. This time is reduced by a number of workweeks equal to the character’s Intelligence modifier but cannot be reduced beyond 4 workweeks. (an Intelligence penalty doesn’t increase the time needed). Training costs 50 gold per workweek.

Below are the list of training

Learn a new language (9 workweeks).

Learn a new rare language (11 workweeks). 

Pick up new Proficiency with a Tool (12 workweeks). 

Learning a new Weapon Proficiency (9 workweeks).

Upgrade a proficient skill to Expertise (14 workweeks).

Learn a new proficient skill (14 workweeks). 

Downtime Activity #03

Research (New) [Experimental]

Players may do research downtime activity which allows a character to delve into lore concerning a monster, a location, or some other particular topic or gather information on Magic Item. 

Assuming such access is available, conducting research requires one workweek of effort and at least 100 gold spent on materials, bribes, gifts, and other expenses. The character declares the focus of the research of a specific person, place, or thing.

After one workweek, the character makes an skill check with a +1 bonus per 100 gp spent beyond the initial 100 gold, to a maximum of +6. This advantage does not apply to researching Magic Items. The attribute used for the skill is based on how the player plan to gather the information (Stealing: Dex, Speaking to others: Cha, etc.) 

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The DC of the Research roll can be reduced if the player has already prior information relating to their research, discovered information during their adventure so as long as they declare it to the DM during the research. 

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The final roll consist of: D20 + (+1 per 100g spend beyond the initial cost) + Attribute Mod.  

There are no failure, however the quality and quantity of the result is based on how high your roll versus the research DC.

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Researching Magic Item Formula/Recipe [Experimental] 

Before paying and declaring any cost for the research, player must determine the nature of the magic item.

Step #01: Choose the Type of magic item. Science Tech, Arcane Tech, Occult Tech or Techomagic Tech. 

Step #02: Decide of the function of the object. Focus of the Creativity aspect. Do not discuss numbers mechanic focused. 

Step #03: Discuss with DM of the creation of the item.

Combat #01

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Critical Damage
When landing a critical hit, calculation of damage as follows: double all damage dice before adding any modifiers. 
E.g. Critical hit with a short sword +1: Roll 1d6, roll result multiply by 2, add the +1. 

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Role Play Combat (New)

Player versus Character knowledge. All combat scenario are always based on the character's memory and senses. An example if your character does not know there is a enemy behind the piano, you as a player, you cannot intentionally do harm to that enemy as your character has no knowledge of it's position and hence cannot target it. 

This rule though fun, may cause some confusion and hence always approach the DM during the moment to validate any scenario. This rule however will overrule any player decision making unless DM says so.

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DM Inspirations (New)

No longer exist, instead the Tribute system may have similar bonus that provide rewarding boosts.

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Drinking and Feeding Potion
Use bonus action to drink a potion for yourself.

Feeding a potion to another creature will require an action and must be within 5 feet of that creature. 

Combat #02

Pure Damage
A new damage filter will be included. Any damage with the tag 'Pure' will gain the following rules.

  • Damage value cannot be reduced by Damage Resistance & Damage reduction. 

  • Damage value will not affect Damage Immunity.

  • Damage value cannot be increased or decrease by any Modifiers from any source.

    • (E.g. attribute modifier, item bonuses, class bonus, race bonus, feats, etc.)​

  • Damage value cannot be increased by vulnerability â€‹and damage type modifiers.

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Declaring Bonuses 

When applying bonuses, buff, debuffs and similar effects. Players Must declare what they are casting or applying before rolling or declaring any damage value. If DM did not hear any of the abilities, it is automatic assume the bonuses are not applied.
If you require to secretly cast any of this abilities to hide from party acknowledgment, please consult the DM on the day of the session of your plans. Similarly if none is declared, DM will not approve any of the covert casting during the moment or through out the session. 

Combat #03

​Spell Components 
Spells that require component(s) that gets used up upon casting, for convenience as long as you have the gold amount equal to the cost of the component within your pockets, when casting the spell the gold amount specified by will be deducted from your pockets and the spell can be casted.

This however will not apply to spells that would consume the materials. E.g. Resurrection consumes Diamonds. for this case the specific item must exists in the inventory. See specific spells with DM for validation of the requirement of the spell. 

Skill Check: Rolls

Pushing of Skill checks​

Rolling a 1 on a skill check will no longer earn an instant failure to the check regardless of the total value, instead it is the value of the roll that is important for the higher the roll, different tier of successful (and rewards/info) is given.

 

Proficiency Requirement (New)

All difficult (Determined by DM) skill checks now can only be rolled to complete task if the Player's character has the proficiency. This can be overruled by the DM. Jack of all trades do not fulfill this requirement. 

Level Up System

Mileage System
To level up, it is based on the progression of story, quest taken and consequences faced by the party.

This will keep everyone in the party as close to each other in power levels. 

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Archetype Upgrades (New)

Following the Mileage system for leveling up, the DM is in charge of disrupting the perks and soul essence which will be based on the campaign progression.

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Tribute (New)

As the campaign progress whenever the party completely finish a quest or help NPC or organisation through certain request and similar context, there are chances that the reward given might come as a Tribute. This Tributes are passive rewards that individual player may attune to. This has a separate attunement slot for each player and can only swap during long rest.

Player Attendance

Initial Players
Those starting from session 01, your character will start at level 03. If Archetype Homebrew system is enabled, you will get to start with one of either the 6 Factions or be a Fallen Angel of 1 particular Domain of the Silver City or 1 particular Pact of the Underworld.

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Mid game New Players and 2nd created Characters
Those that recently join or made a new character in between sessions, your character will start at 1 level behind. This also applies to any character death for each player.

Discuss with DM on the archetype choices if you wish to design particular for that Archetype choice.  

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Guest Players (New)
This campaign is designed to house regular players. If any player are not able to commit, their will be shifted as guest players. Guest players in general are given lower priority over loot, story content and any similar outcome (DM can clarify on the spot during moments). If a guest player wishes to become a regular, consult the DM. Else this campaign will always have at least 1 slot for any other guest during any sessions.  Friends, family member or D&D first timers are welcomed as guest.

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