House Rules

This game uses the current rules of Dungeons and Dragons (free PDF download from Wizards of the Coast). The following rules differ from the default rules of the game.

Ability Scores

Roll 3d6 for each ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma), in order, and record them on your character sheet. A player can decide to swap the position of one ability score that was rolled with another. If the total of all of the character’s ability score modifiers is less than +1, then the player may discard the character and begin the process again.

Races

Humans in this world are the most common and the base race. Nonhumans are the descendants of ancient humans warped by the forces of Chaos.
Races

Classes

All classes in the Basic Rules and Players Handbook are available for characters. All new characters begin the game at one level lower than the lowest currently-played character (minimum of level 1).

Backgrounds

All backgrounds are available, and options are interchangeable if you wish. You may also create your own background with DM permission. The new background should have a theme and grant a Personality Trait, Ideal, Bond, and Flaw. It should also grant a Feature, proficiency with two skills, and two of the following: tools, vehicles, or languages.

Currency

The basic unit of money is the Silver Guilder (silver piece). Change the value of all items from gp to sp. Below is the conversion rate:

Currency Conversion
1 Dubloon (gp)
= 20 Silver Guilders (sp)
= 200 Copper Pennies (cp)

Encumbrance

Encumbrance is measured according to number of items carried rather than the specific weight of items.
Carrying a number of items greater than 1/2 your Strength adds encumbrance.
Encumbrance

Firearms

Firearms exist in the world. They are martial weapons that deal 1d10 damage and take between 3-6 rounds to reload (unless you use cartridges). The damage is Exploding, which means that if you roll a 10, you can reroll and add the damage. You also gain advantage on attack rolls with a firearm against targets in Medium or Heavy Armor.
Firearms

Natural Healing

This game is more dangerous and deadly than the Basic D&D Rules. You do not regain hit points after a long rest. The only way to regain hit points is by healing or by spending Hit Dice to recover hit points.

Page 186 of the Player’s Handbook is revised to read that following:
“At the end of a long rest, a character regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.”

Injuries

If you make 2 failed Death Saving throws you take an injury, even if you manage to survive. That will be rolled on a
separate table and can be anywhere from temporary injuries like bruises to permanent injuries like severed
limbs or even blindness.
Injuries

House Rules

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