About me:
I’ve been playing D&D since I was young enough to be the Halfling character in AD&D because my brothers thought I was the right height. I’m horrible at naming things so the worlds I create are littered with names of whatever happens to be on my mind while writing up notes for the next session or pulled from the ether.
I tend to follow the stereotype of large, hairy, bespectacled, bearded nerd and I’ll be filling this site with random bits of information for my players and to entertain myself with a bit of creative writing from time to time, I hope that anyone who stumbles across this finds it mildly amusing and maybe even useful in their own games.
I’ve been playing D&D since I was young enough to be the Halfling character in AD&D because my brothers thought I was the right height. I’m horrible at naming things so the worlds I create are littered with names of whatever happens to be on my mind while writing up notes for the next session or pulled from the ether.
I tend to follow the stereotype of large, hairy, bespectacled, bearded nerd and I’ll be filling this site with random bits of information for my players and to entertain myself with a bit of creative writing from time to time, I hope that anyone who stumbles across this finds it mildly amusing and maybe even useful in their own games.
I've done a number of Rules Rulings and a few bits of home-brew have been added to my campaign as it has grown so I'll try and update them here just for reference.
General Rules:
Inspiration - I make it a single free re-roll of any dice (even re-roll advantage or disadvantage dice but only one)
Stealth in combat - I don't allow players to benefit from stealth on the same turn it is used. (E.g. I will not allow a rogue uses cunning action to hide as a bonus action, then attacks gaining sneak attack and advantage on the attack. But I will allow the hide to take place at the end of your turn and if you are still hidden by the start of your next turn you gain all the benefits) I will also often give disadvantage to the stealth check if the player did a noticeable aggressive action (E.g run up and stab someone then move off and hide) because people are more likely to take notice of them (Though not always a disadvantage depending on situation and cover ect)
Resurrection - Currently trying the Critical Role Rules (which I'll post here once I write them out)
Flying: There is no cap on falling damage for large creatures and smaller. Terminal Velocity is oddly enough almost always terminal.
If a character falls when at 0 HP damage is still rolled;
If Fall Damage is less than total health = Auto Failed a single Death Saving Throw
If Fall Damage is greater than total health = Make a Death Saving roll, a success counts as two failed Death Saving Throws. A failure = Instant Death.
Armour: Armour that gives disadvantage on stealth may also give disadvantage to Acrobatics or Athletics depending on the circumstances, yes you can find youtube videos of people doing cartwheels in heavy armour but when you can show me someone doing professional gymnastics while wearing 50+ lbs of armour then I’ll change this.
Condition Effects: A character cannot gain advantage for an effect if they are also suffering from it.
R.A.W People in a Fog Cloud get both a disadvantage from being Blind but an Advantage because they are fighting someone Blind = Straight Roll
My rules: If you’re Blind you can’t benefit from fighting someone Blind = Disadvantage.
Classes:
Trying out the revised Ranger Rules for beast masters, seems to be working fine so far.
Allow Home-brew Class Blood Hunter and Fighter Sub Class Gunslinger (Though no one has yet picked this)
Custom Domains for Cleric, Protection Domain done but plans for four or five other ones in my head.
Spells:
I haven't changed any specific spell yet but then we've not used many of them. This may change.
I'm a big fan of Critical Role so I've adopted the slightly better spell casting. A player can cast 2 spells per turn if one can be cast as a bonus action as long as one spell is no higher then level 2 (Rather then just a cantrip like the PHB) So a cleric can do a big healing spell and chuck out a healing word at level 1 or 2.
General Rules:
Inspiration - I make it a single free re-roll of any dice (even re-roll advantage or disadvantage dice but only one)
Stealth in combat - I don't allow players to benefit from stealth on the same turn it is used. (E.g. I will not allow a rogue uses cunning action to hide as a bonus action, then attacks gaining sneak attack and advantage on the attack. But I will allow the hide to take place at the end of your turn and if you are still hidden by the start of your next turn you gain all the benefits) I will also often give disadvantage to the stealth check if the player did a noticeable aggressive action (E.g run up and stab someone then move off and hide) because people are more likely to take notice of them (Though not always a disadvantage depending on situation and cover ect)
Resurrection - Currently trying the Critical Role Rules (which I'll post here once I write them out)
Flying: There is no cap on falling damage for large creatures and smaller. Terminal Velocity is oddly enough almost always terminal.
If a character falls when at 0 HP damage is still rolled;
If Fall Damage is less than total health = Auto Failed a single Death Saving Throw
If Fall Damage is greater than total health = Make a Death Saving roll, a success counts as two failed Death Saving Throws. A failure = Instant Death.
Armour: Armour that gives disadvantage on stealth may also give disadvantage to Acrobatics or Athletics depending on the circumstances, yes you can find youtube videos of people doing cartwheels in heavy armour but when you can show me someone doing professional gymnastics while wearing 50+ lbs of armour then I’ll change this.
Condition Effects: A character cannot gain advantage for an effect if they are also suffering from it.
R.A.W People in a Fog Cloud get both a disadvantage from being Blind but an Advantage because they are fighting someone Blind = Straight Roll
My rules: If you’re Blind you can’t benefit from fighting someone Blind = Disadvantage.
Classes:
Trying out the revised Ranger Rules for beast masters, seems to be working fine so far.
Allow Home-brew Class Blood Hunter and Fighter Sub Class Gunslinger (Though no one has yet picked this)
Custom Domains for Cleric, Protection Domain done but plans for four or five other ones in my head.
Spells:
I haven't changed any specific spell yet but then we've not used many of them. This may change.
I'm a big fan of Critical Role so I've adopted the slightly better spell casting. A player can cast 2 spells per turn if one can be cast as a bonus action as long as one spell is no higher then level 2 (Rather then just a cantrip like the PHB) So a cleric can do a big healing spell and chuck out a healing word at level 1 or 2.