House Rules

Menu
General
Character Generation
Learning

General

  • Thrown weapons like acid or alchemist’s fire require an attack roll to successfully hit the target and trigger the saving throw.
  • A critical fumble on a weapon attack has a random chance of going particularly wrong.
  • Carrying capacity rules begin to apply the moment the situation becomes ridiculous.
  • Remember that Search, Study, and Influence are no longer free actions.

Character Generation

  • Try to use only material from the 2024 books.
  • You can create a custom background, as per the PHB.
  • When starting at a higher level, use the standard PHB rules for starting equipment.

Learning

  • Your character can learn new proficiencies over time, if they persist at working at the task.  The longer they spend working at it, the more likely they are to succeed.
  • Each long rest that your character is willing and able to practice the skill, you can roll to see if they succeed.  The first long rest, you roll eleven d20s, and they must all pass the DC for your character to succeed.  This is exceedingly unlikely.  But the second long rest, you only need to roll ten — persistent practice has made it a little easier for your character to really understand their goal.
  • Each long rest, you reduce the number of d20s by one.  After ten long rests, you’re only rolling a single d20 each time.  Thus, your chance of gaining proficiency in a new skill starts at a tiny 0.0000000000005%, but eventually increases to 5% each long rest.
GoalDC
Instrument11
Language12
Tool Proficiency13
Simple Weapon14
Martial Weapon15
Skill Proficiency20
Armor ProficiencyX