Tales of Viridia
These are the house rules we will be using in this game. If something comes up during the game that the DM and/or players have an issue with, then there will be a discussion about adding, removing or changing a house rule accordingly.
I’ve added a note in italics by each rule to explain why it’s there.
Players level up at appropriate milestones in their adventures, they are not awarded experience points. Game pacing and encounters will still be designed in such a way that progression is more or less the same as if experience was being used.
I see little benefit in having a mixed-level party but it carries the serious downside of making the lower level players matter less in fights. It makes more sense and has more impact story-wise if levels come at actual milestones rather than whatever arbitrary point that the experience total ticks past the threshold.
Unspent inspiration is lost after roughly 24 hours.
If you don’t use it, you lose it! I see Inspiration as basically the character being totally pumped, psyched up, on their A-game. That feeling fades after a time.
Aside from good roleplaying during regular character actions, characters can also gain inspiration by sharing a tale of their past during a long rest. One character who does not currently have Inspiration may choose to tell their tale. Participation from other characters (comments, questions etc) are encouraged, and may award them Inspiration also.
When levelling up, players may choose to take an average score of their hit dice, or roll the dice.
If they choose to take the average score, it is rounded up (e.g. the average on a d6 is 3.5, this would be rounded up to 4).
If they choose to roll the hit dice, then they take whatever value they roll. However, if this is lower than the rounded down average, they can take the lower average instead if they wish (e.g. rounded down average of a d6 is 3, so if they rolled less than 3, they could take it instead).
Fluffing HP rolls resulting in flimsy characters might make things too difficult for some. You can play it hardcore and keep whatever rolls you want, or you can play it safe if you like.
Alignment will have no in-game rules effect. Detect and Protection magic instead apply to divine influence. So detect spells can detect which god(s) the target believes in and worships, and how strongly. Protection and damage spells are strong against enemies whose beliefs strongly oppose that of the caster.
Alignment is a label that broadly describes a character’s overall moral compass and as such, I feel it is too malleable to be worth noting. Plus, it tempts the behaviour of comparing your every action against the alignment and overanalysing them, especially on border cases.
Some encounters will be run as Skill Challenges. See that page for how they work.
These add a bit of strategy and tension to certain non-combat encounters that have some similarities with combat (time-sensitive, action-intense situations).
The DM will track usage of all common provisions, mundane ammunition* and spell components, although if a player into that sort of thing then they are free to do so for the party instead. Rare and expensive supplies (e.g. rare magical components, enchanted ammunition) do need to be tracked by each player as they are expended.
For magical components, these come in 2 categories: Common and Rare.
Common material components are those listed in the spell description that do not have a gold value attached. It is assumed that if a player has their component pouch, they have any Common components they require.
Rare components are those in the spell description with a gold value. Each spellcasting player keeps track of how much gold’s worth of Rare components they have, and simply spends it as they cast spells that use these components. They can visit an alchemist to buy these components at 1:1 gold ratio.
The DM will ask if the players want to restock their supplies for a nominal fee if they are at a suitable place to do so. If they go too long without restocking, the DM will impose the effects of supply shortages at his discretion. Some skills can alleviate this in the right environments. For example, proficiency in Nature and/or Survival allows the party to gather food and water if the surroundings would have a suitable supply.
*within reason. If a player starts constantly firing arrows at everything they see, they will be made to track how many they spend and how many are broken or recovered.
The standard rules for carrying capacity will be used (15x Str). A character carrying more than this will be Heavily Encumbered as described the Encumbrance rules. Note that the Strength thresholds in the variant Encumbrance rules will not be used, just the standard Strength threshold.
Micromanaging the inventory takes up a lot of time for very little benefit, even with roll20 doing a lot of the work. Making it too realistic cuts down the options too much, but there’s definitely a point where carrying a lot of stuff becomes silly.
Gems and other valuables with no utility can be converted straight to gold if players wish to do so. It is assumed they are used in barter for goods.
If you’re going to sell them anyway, this cuts down on the bookkeeping in the middle.
When a creature scores a critical hit, it can either deal extra damage, or roll normal damage and add an effect.
If rolling damage then instead of rolling double the amount of damage dice, they are given max damage on the first set of damage dice and roll a second set for additional damage.
If dealing damage plus effect, they roll the damage as normal for an attack, and declare an area of the target they want to hit or a type of effect they want to inflict. For example, they might want to hit an eye to cause a visual impairment, or a leg to reduce mobility.
Critical Hits run the risk of not being so critical when you have to roll both dice and end up rolling ones. They are meant to be blows that connect well and do some serious damage. Maxing out one dice guarantees that. The alternative option of imposing some kind of negative effect on the enemy is a different approach on the same thing – a critical absolutely should be a serious hit that strongly impacts the fight in some way.