House rules are smaller chunks of homebrew and— rules— implemented to the gameplay of a table and campaign. The purpose of these rules are to ensure a level of respect and professionalism are upheld during sessions— as well as to raise the overall enjoyment of the game. Below is a list of house rules applied to the Main Setting of Astoria. Depending on the session or campaign, some rules may not take effect or be relevant at all.
Be respectful.
Avoid distractions.
Avoid metaknowledge.
Share the spotlight.
Separate the character from the player.
Point-buy Custom Rules: 27 + 1d4 + 2 points. Before bonuses, max 15 and Min 6. Stat Calculator Link.
When rolling for HP, max out hit dice from levels 1 - 3. Afterwards, roll as normal. Per level when you roll for HP and get a 1, you can reroll once and must use the new roll even if it is a 1.
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When rolling damage for a critical, instead of rolling two sets of damage dice, one set is maxed out, then roll as normal totaling the damage. For example, a critical hit with a dagger would be 1d6 + 6 instead of 2d6.
When a creature is subjected to an effect that allows a saving throw to take half damage, the creature instead takes no damage on a natural 20.
When rendered unconscious and rolling for death saves, the player has to minimize their comments and communication about their character’s welfare with the party. And when rolling for the death saves, the rolls must be whispered to the DM.
Party members may swap places in the initiative order provided there is no other party member in-between them in the order. This can only be done before combat starts and once per party member.
When a creature is subjected to an effect that allows a saving throw to take half damage, the creature instead takes no damage on a natural 20.
When rendered unconscious and rolling for death saves, the player has to minimize their comments and communication about their character’s welfare with the party. And when rolling for the death saves, the rolls must be whispered to the DM.
Party members may swap places in the initiative order provided there is no other party member in-between them in the order. This can only be done before combat starts and once per party member.
When rolling for HP, max out hit dice from levels 1 - 3. Afterwards, roll as normal. Per level when you roll for HP and get a 1, you can reroll once and must use the new roll even if it is a 1.
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When rolling damage for a critical, instead of rolling two sets of damage dice, one set is maxed out, then roll as normal totaling the damage. For example, a critical hit with a dagger would be 1d6 + 6 instead of 2d6.