Lorosfyr

Lorosfyr Rules

This page includes a list of house rules and optional rules we'll be using. I'll update this list over time depending on what works and what doesn't, or in response to rulings I've made.

Permitted Sources

Table Rules: Expectations

  • Be nice and fun to play with!
  • Respect everyone at the table.
  • Follow the DM's rules.
  • Talk to the table about EVERYTHING!
  • Don't grief your party!
  • Show up on time.
  • Don't get explosive mad!

Table Rules: Leveling

  • Multiclassing. If you want to multiclass, you should explain why it makes sense for your character to do so. This is to avoid level dips for power-building's sake.
  • Feats. Feats from permitted sources are allowed.
  • Hit Points. After 1st level, you roll for hit points as usual. Afte rolling, you can either keep the roll, take the average, or roll again (but you must keep the new roll.

Table Rules: Dice Rolling

  • In Sight. You must roll your dice openly; I should be able to verify your rolls.
  • On the Table. If you roll a die off the table, you must reroll it on the table, regardless of what it landed on.
  • Fair Dice. Use fair dice when rolling.

General: Inspiration

  • Reroll, Take the New. You may spend a point of inspiration to reroll any die immediately afte rolling it. You must use the new roll, even if it is lower.
  • 3 Inspiration. You may hold up to 3 points of inspiration at a time. If you would gain inspiration while you have 3, it is wasted.
  • 1 Per Roll. You may only apply inspiration once per roll.
  • Character Recap. If you give a recap of the previous session in character, you gain 1 inspiration.

General: Fast Recovery

  • You regain all hit dice after you finish a long rest, instead of the usual half.

General: Help Action

  • You must have proficiency with a skill or tool in order to help an ally make an ability check of that type.

General: Identifying a Spell

  • You cannot automatically determine a spell until it is already cast.
  • You can use your reaction to make an Arcana check (DC 15 + spell level)
  • You make the check with advantage if the spell is cast by a creature with the same class as you.
  • The DC decreases by 5 if you have seen the caster cast the same spell before (applied in secret by the DM).

General: Exhaustion

  • This rule replaces the standard exhaustion rules.
  • When you make an attack roll, ability check, or saving throw, you take a penalty to the roll equal to twice your exhaustion level.
  • Your speed is reduced by 5 feet per level of exhaustion.
  • You die if you reach 6 exhaustion.

Combat: Tactics Time

  • At the start of each round, the party has 1 minute to discuss tactics. This time may end early if all players are ready.

Combat: Prepared Bonus

  • If you know what you plan to do when you start your turn, you can get a +2 bonus to one d20 roll or damage roll before the end of your current turn.

Combat: Diagonal Distance

  • When measuring distance on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet.
  • This pattern of 5-10 feet continues whether you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.

Combat: Healing Potions

  • Bonus Action to Roll. You can drink potions of healing as a bonus action.
  • Action to Fully Consume. You can instead drink a potion of healing as an action; if you do, you regain hit points as though you rolled the maximum amount.
  • For example, a potion of healing restores 2d4+2 hit points. If you drink it as an action, you regain 10 hp (4 + 4 + 2).

Combat: Incapacitated

  • This rule replaces the standard incapacitated condition.
  • While incapacitated, you can only take 1 action or 1 bonus action on your turn.
  • While incapacitated, you can't take reactions.
  • While incapacitated, regardless of your abilities, you can only make 1 attack on your turn.