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This page lists house rules for the [[if:main page|Invisible Fortress]] campaign, and rulings that have been made during play.
This page lists house rules for the [[waterdeep:main page|Waterdeep]] campaign, and rulings that have been made during play.


== House rules ==
== House rules ==
=== Flanking ===
=== Flanking ===
Flanking will be available to players and monsters in this campaign. However, instead of advantage as per the optional flanking rule listed in the DMG, flanking will give +2 to attack rolls. This allows for tactical movement, without invalidating race or class features such as Pact Tactics and Reckless Attack.
Flanking will be available to players and monsters in this campaign. However, instead of advantage as per the optional flanking rule listed in the DMG, flanking will give +2 to attack rolls. This allows for tactical movement, without invalidating race or class features such as Pack Tactics and Reckless Attack.


You have flanking if you are within 5ft of your target, there is a creature who is an enemy of your target (not necessarily your ally) which is not {{incapacitated}}, and the line between the center points of your occupied space and the other creature's occupied space crosses opposite sides of the target's occupied space, or opposite corners of the target's occupied space.
You have flanking if you are within 5ft of your target, there is a creature who is an enemy of your target (not necessarily your ally) which is not incapacitated and which is also within 5ft of your target, and the line between the center points of your occupied space and the other creature's occupied space crosses opposite sides of the target's occupied space, or opposite corners of the target's occupied space.


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=== Resting ===
=== Resting ===
Short rests take 10 minutes, instead of 1 hour. You may only take 1 + (proficiency bonus / 2) short rests per long rest. This means that at level 1-8, you can take 2 short rests per long rest. At level 9-16, you can take 3 short rests per long rest. At level 17-20, you can take 4 short rests per long rest. Spells and features which give the benefits of a short rest (eg, ''[[spell:catnap|catnap]]'' or a Genie Warlock's bottled respite) do not count against the limited number of short rests per long rest.
Short rests take 10 minutes, instead of 1 hour. You may only take 1 + (proficiency bonus / 2) short rests per long rest. This means that at level 1-8, you can take 2 short rests per long rest. At level 9-16, you can take 3 short rests per long rest. At level 17-20, you can take 4 short rests per long rest. Spells and features which give the benefits of a short rest (eg, ''[[spell:catnap|catnap]]'' or a Genie Warlock's Sanctuary Vessel) do not count against the limited number of short rests per long rest.


Monks must spend 5 minutes meditating during a short rest in order to regain ki points, instead of 30 minutes.
Monks must spend 5 minutes meditating during a short rest in order to regain ki points, instead of 30 minutes.
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=== Inspiration ===
=== Inspiration ===
At the start of each game session, you will gain inspiration. Inspiration functions as normal: spend your inspiration to gain advantage on an attack, saving throw, or ability check, or else to give inspiration to another player. Using inspiration to gain advantage on a roll must be done before you make the roll. Using inspiration to give another player inspiration must be done before they can spend it (and therefore before they make the roll they would spend it on), however spending inspiration is not an action so it doesn't have to be on your turn or use an action or reaction, and can be spent even if you're incapacitated. As per standard inspiration rules, a player can only have one inspiration at a time (so if you don't spend your inspiration by the end of the session, you won't get a second one next session).
At the start of each game session, you will gain inspiration. Inspiration functions as normal: spend your inspiration to gain advantage on an attack, saving throw, or ability check, or else to give inspiration to another player. Using inspiration to gain advantage on a roll must be done before you make the roll. Using inspiration to give another player inspiration must be done before they can spend it (and therefore before they make the roll they would spend it on), however spending inspiration is not an action so it doesn't have to be on your turn or use an action or reaction, and can be spent even if you're incapacitated. As per standard inspiration rules, a player can only have one inspiration at a time (so if you don't spend your inspiration by the end of the session, you won't get a second one next session).
=== Spell Points ===
For sorcerers '''only''', we will be using the [[beyond:sources/dmg/dungeon-masters-workshop#VariantSpellPoints|Spell Points variant rule from the ''Dungeon Master's Guide'']]. This will help to differentiate sorcerers from wizards, giving them their own niche.
The sorcery points gained from being a sorcerer will be added to the spell points gained from this variant rule. If you multiclass sorcerer with another class, you gain spell points based on your sorcerer level only, and spell slots based on your other class(es) only. So, for example, a Sorcerer 5/Bard 1 would have 32 spell points (27 from being level 5, and 5 from adding in sorcery points to the same pool) and two 1st level spell slots. A Sorcerer 2/Warlock 5 would have 8 spell points (6 from being level 2, and 2 from adding in sorcery points to the same pool) and two 3rd level pact spell slots. If you multiclass at least two levels of sorcerer with another spellcasting class, you can use Flexible Casting to turn the spell slots you gain from your other class into spell points.
Spell points may '''only''' be spent on sorcerer spells, metamagic, and Flexible Casting. So, for example, if you took the [[feat:fey-touched|Fey Touched]] feat, the ''[[spell:misty-step|misty step]]'' and 1st level spell you learn are not actually sorcerer spells, so you cannot spend spell points to cast them. However, you still get the free 1/day usage from the feat, and you can still use Flexible Casting to create a spell slot using spell points, and use that spell slot to cast the spell. ''(Note: the cost to create a spell slot with Flexible Casting is the same as the cost to cast a spell with spell points, so the impact of this rule is that you must use a bonus action to create the slot before actually using it to cast a non-sorcerer spell.)'' In contrast, if you took the [[feat:magic-initiate|Magic Initiate (Sorcerer)]] feat, the 1st level spell you learn ''is'' a sorcerer spell, and you would be able to cast it with spell points.
Magic items which refer to sorcery points, such as [[magicitem:bloodwell-vial|Bloodwell Vial]], will apply to spell points instead. The normal restriction that you cannot ever have more sorcery points than your sorcerer level now applies to your maximum spell points at your level instead.
The tables for the spell points rule are duplicated below (with sorcery points added).
{| class="wikitable center" style="float:left;width:auto"
|+ Spell Point Cost
! Spell Level !! Point Cost
|-
| 1st || 2
|-
| 2nd || 3
|-
| 3rd || 5
|-
| 4th || 6
|-
| 5th || 7
|-
| 6th || 9
|-
| 7th || 10
|-
| 8th || 11
|-
| 9th || 13
|}
{| class="wikitable center" style="float:left;width:auto;margin-left:16px"
|+ Spell Points By Level
! Class Level !! Spell Points (from level) !! Sorcery Points !! Total Spell Points (Spell Points + Sorcery Points) !! Max Spell Level
|-
| 1st || 4 || &mdash; || 4 || 1st
|-
| 2nd || 6 || 2 || 8 || 1st
|-
| 3rd || 14 || 3 || 17 || 2nd
|-
| 4th || 17 || 4 || 21 || 2nd
|-
| 5th || 27 || 5 || 32 || 3rd
|-
| 6th || 32 || 6 || 38 || 3rd
|-
| 7th || 38 || 7 || 45 || 4th
|-
| 8th || 44 || 8 || 52 || 4th
|-
| 9th || 57 || 9 || 66 || 5th
|-
| 10th || 64 || 10 || 74 || 5th
|-
| 11th || 73 || 11 || 84 || 6th
|-
| 12th || 73 || 12 || 85 || 6th
|-
| 13th || 83 || 13 || 96 || 7th
|-
| 14th || 83 || 14 || 97 || 7th
|-
| 15th || 94 || 15 || 109 || 8th
|-
| 16th || 94 || 16 || 110 || 8th
|-
| 17th || 107 || 17 || 124 || 9th
|-
| 18th || 114 || 18 || 132 || 9th
|-
| 19th || 123 || 19 || 142 || 9th
|-
| 20th || 133 || 20 || 153 || 9th
|}<br style="clear:both">


== Rulings ==
== Rulings ==
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=== Rogue > Soulknife > Psi-Bolstered Knack ===
The Roll20 campaign has dynamic lighting enabled. This unfortunately only operates using actual circles. I will attempt to operate as though lit areas are square as well, although in some cases it may be a guess/judgement call.
The Soulknife Rogue's Psi-Bolsterend Knack ability is unclear in certain cirumstances. The ability states that you only expend the psionic energy die if you turn a failure into a success, but that information alone can give meta knowledge, such as on a perception or insight check.
 
=== Ball bearings ===
You may use your action to dump out ''up to''' 1,000 ball bearings, instead of exactly 1,000. Every 250 bearings you dump out covers one 5x5 ft. square on the map. Those squares must be contiguous, but in any chape. So as a single action you could cover a 5x5 ft. square (using 250 bearings), a 10x5 ft. rectange (using 500 bearings), a 10x10 ft. L-shape or 15x5 ft. line (using 750 bearings), or a 10x10 ft. square, 10x15 ft. L-shape, 10x15 ft. Z-shape, or 20x5 ft. line (using 1,000 bearings).


For the purpose of this ability, turning a failure into a success means changing the outcome. Consider: you make a perception check where you roll 16, and you notice nothing. You add 3 from your psi-bolstered knack, still notice nothing, and you would not expend the die. You add 4 from your psi-bolstered knack, you notice something, and you would expend the die. Alternatively, your 16 notices something. You add 6 from your psi-bolstered knack, and notice the same thing, so you don't expend the die.
=== Dragging grappled creatures ===
The rules as written for dragging grappled creatures doesn't make clear exactly where the drag-ee moves in relation to the drag-er. In this campaign, dragging a creature functions thusly: you move 5 ft., and then you may have the creature you're grappling move 5 ft. to occupy the space that you just vacated. (Repeat for as far as you are willing and able to drag them.) If you are grappling multiple creatures, one creature occupies the space you vacated, and you may have each other creature move to a space of your choice that is both within 5 ft. of the first creature and within 5 ft. of you. If there is no such space for the additional creature to move to, that creature is released from the grapple and doesn't move.


Additionally: psi-bolstered knack can only be used on ability checks for which you have proficiency. Initiative is an ability check, and Harengon characters add their proficiency bonus to initiative checks. A Harengon Soulknife Rogue would be permitted to use psi-bolstered knack on initiative. In this case, "changing the outcome" means moving your position in the initiative order. If you rolled 18 on initiative and the next initiative above you was a 20, you would be able to add your psionic energy die on your initiative roll. Getting a 1 on that die would not change your initiative order and you would not expend the die. Getting a 3 on that die would put you above the character with a 20, changing the outcome of the initiative roll and the die would be expended.
Creatures with greater than 5 ft. reach who drag grappled creatures work similarly, save that the drag-ee(s) can be further away from the drag-er.


[[category:invisible fortress campaign articles]]
[[category:waterdeep campaign articles]]

Latest revision as of 13:09, 13 February 2024

This page lists house rules for the Waterdeep campaign, and rulings that have been made during play.

House rules

Flanking

Flanking will be available to players and monsters in this campaign. However, instead of advantage as per the optional flanking rule listed in the DMG, flanking will give +2 to attack rolls. This allows for tactical movement, without invalidating race or class features such as Pack Tactics and Reckless Attack.

You have flanking if you are within 5ft of your target, there is a creature who is an enemy of your target (not necessarily your ally) which is not incapacitated and which is also within 5ft of your target, and the line between the center points of your occupied space and the other creature's occupied space crosses opposite sides of the target's occupied space, or opposite corners of the target's occupied space.

Line of sight and cover

In order to have line of sight on a target, you must be able to trace a line from any corner of your occupied space to any corner of any square of the target's occupied space, without crossing into a square of blocking terrain. Creatures in your path do not block line of sight.

To determine cover from a ranged attack or Dex save effect, select any one corner of a square that you occupy and trace four lines from it to the four corners of one square in the target's occupied space. If one or two of the lines cross into blocking terrain or a space occupied by an enemy creature, the target has half cover (+2 AC and Dex saves). If three of the lines cross into blocking terrain, the target has three quarters cover (+5 AC and Dex saves). Creatures cannot result in three quarters cover, only half cover.

Cover from melee attacks and area effects work similarly to ranged attacks, except that creatures cannot provide cover against them.

Resting

Short rests take 10 minutes, instead of 1 hour. You may only take 1 + (proficiency bonus / 2) short rests per long rest. This means that at level 1-8, you can take 2 short rests per long rest. At level 9-16, you can take 3 short rests per long rest. At level 17-20, you can take 4 short rests per long rest. Spells and features which give the benefits of a short rest (eg, catnap or a Genie Warlock's Sanctuary Vessel) do not count against the limited number of short rests per long rest.

Monks must spend 5 minutes meditating during a short rest in order to regain ki points, instead of 30 minutes.

During extended travel only, short rests require 1 day and long rests require 7 days.

Inspiration

At the start of each game session, you will gain inspiration. Inspiration functions as normal: spend your inspiration to gain advantage on an attack, saving throw, or ability check, or else to give inspiration to another player. Using inspiration to gain advantage on a roll must be done before you make the roll. Using inspiration to give another player inspiration must be done before they can spend it (and therefore before they make the roll they would spend it on), however spending inspiration is not an action so it doesn't have to be on your turn or use an action or reaction, and can be spent even if you're incapacitated. As per standard inspiration rules, a player can only have one inspiration at a time (so if you don't spend your inspiration by the end of the session, you won't get a second one next session).

Spell Points

For sorcerers only, we will be using the Spell Points variant rule from the Dungeon Master's Guide. This will help to differentiate sorcerers from wizards, giving them their own niche.

The sorcery points gained from being a sorcerer will be added to the spell points gained from this variant rule. If you multiclass sorcerer with another class, you gain spell points based on your sorcerer level only, and spell slots based on your other class(es) only. So, for example, a Sorcerer 5/Bard 1 would have 32 spell points (27 from being level 5, and 5 from adding in sorcery points to the same pool) and two 1st level spell slots. A Sorcerer 2/Warlock 5 would have 8 spell points (6 from being level 2, and 2 from adding in sorcery points to the same pool) and two 3rd level pact spell slots. If you multiclass at least two levels of sorcerer with another spellcasting class, you can use Flexible Casting to turn the spell slots you gain from your other class into spell points.

Spell points may only be spent on sorcerer spells, metamagic, and Flexible Casting. So, for example, if you took the Fey Touched feat, the misty step and 1st level spell you learn are not actually sorcerer spells, so you cannot spend spell points to cast them. However, you still get the free 1/day usage from the feat, and you can still use Flexible Casting to create a spell slot using spell points, and use that spell slot to cast the spell. (Note: the cost to create a spell slot with Flexible Casting is the same as the cost to cast a spell with spell points, so the impact of this rule is that you must use a bonus action to create the slot before actually using it to cast a non-sorcerer spell.) In contrast, if you took the Magic Initiate (Sorcerer) feat, the 1st level spell you learn is a sorcerer spell, and you would be able to cast it with spell points.

Magic items which refer to sorcery points, such as Bloodwell Vial, will apply to spell points instead. The normal restriction that you cannot ever have more sorcery points than your sorcerer level now applies to your maximum spell points at your level instead.

The tables for the spell points rule are duplicated below (with sorcery points added).

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Spell Points By Level
Class Level Spell Points (from level) Sorcery Points Total Spell Points (Spell Points + Sorcery Points) Max Spell Level
1st 4 4 1st
2nd 6 2 8 1st
3rd 14 3 17 2nd
4th 17 4 21 2nd
5th 27 5 32 3rd
6th 32 6 38 3rd
7th 38 7 45 4th
8th 44 8 52 4th
9th 57 9 66 5th
10th 64 10 74 5th
11th 73 11 84 6th
12th 73 12 85 6th
13th 83 13 96 7th
14th 83 14 97 7th
15th 94 15 109 8th
16th 94 16 110 8th
17th 107 17 124 9th
18th 114 18 132 9th
19th 123 19 142 9th
20th 133 20 153 9th


Rulings

Distance and square Fireballs

We will use default distance measurement rules (that is, diagonals do not require additional movement). A consequence of this, which is often overlooked, is that effects which would be described as circles or spheres are measured out to be squares or cubes. This is a slight buff to many area effects, but while it means more enemies could potentially be caught by your fireball, it could also catch allies which would not have been hit using an actual sphere.

Similarly, a cone effect such as cone of cold or a cone-shaped breath weapon will be a square of appropriate size, with at least one corner of any square on the edge of the area touching a corner of any square on the edge of the source's occupied space.

The Roll20 campaign has dynamic lighting enabled. This unfortunately only operates using actual circles. I will attempt to operate as though lit areas are square as well, although in some cases it may be a guess/judgement call.

Ball bearings

You may use your action to dump out up to' 1,000 ball bearings, instead of exactly 1,000. Every 250 bearings you dump out covers one 5x5 ft. square on the map. Those squares must be contiguous, but in any chape. So as a single action you could cover a 5x5 ft. square (using 250 bearings), a 10x5 ft. rectange (using 500 bearings), a 10x10 ft. L-shape or 15x5 ft. line (using 750 bearings), or a 10x10 ft. square, 10x15 ft. L-shape, 10x15 ft. Z-shape, or 20x5 ft. line (using 1,000 bearings).

Dragging grappled creatures

The rules as written for dragging grappled creatures doesn't make clear exactly where the drag-ee moves in relation to the drag-er. In this campaign, dragging a creature functions thusly: you move 5 ft., and then you may have the creature you're grappling move 5 ft. to occupy the space that you just vacated. (Repeat for as far as you are willing and able to drag them.) If you are grappling multiple creatures, one creature occupies the space you vacated, and you may have each other creature move to a space of your choice that is both within 5 ft. of the first creature and within 5 ft. of you. If there is no such space for the additional creature to move to, that creature is released from the grapple and doesn't move.

Creatures with greater than 5 ft. reach who drag grappled creatures work similarly, save that the drag-ee(s) can be further away from the drag-er.