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Simon's House Rules

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Edited 1616682899
These are things I do that work differently from the Player's Handbook, though some are options in the Dungeon Master's Guide.  Actions in Combat Standing from prone provokes Opportunity Attacks.  Picking up an object from the ground counts as standing from prone - half move & provokes opp att. Quickdraw Weapons : Two blades (eg dagger, scimitar, shortsword) in scabbards, or javelins or darts in a quiver (maximum 4), may be drawn as a single object interaction. Fighters may draw a number equal to their #Attacks (so 3 at 11th, 4 at 20th). Classes Berserker Barbarian  may recover 1 level of Rage exhaustion with a Short Rest. Eldritch Knight Fighte r  may Attune to a magic Bonded weapon, and use it as their Spell Focus. Beastmaster Ranger : a Beast Companion may roll initiative and act on its own turn. It may also use its Reaction to follow orders given by the Beastmaster on his/her turn. It does not always stay and fight - if feeling outmatched it might Disengage and flee, or even Dash away. Resting Long Rest :  a full Long Rest normally takes 1 week, and restores all Hit Dice. Sleeping overnight may restore some hit points, typically 1 per level, or 2 per level for a full day's rest. Short Rests take 1 hour, but short rest ability recovery (such as recharging a Fighter's Second Wind) is capped at 3 times per day. Training to level up  is as per 5e DMG, but time can be halved with a mentor/trainer.
I think I'll scrap the attacks-from-rear house rule, in the big fight I found it too much bother.
So no advantage for flanking? OK, makes it more straight forward, I guess. 
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Edited 1613669193
I decided to adjust the costs for basic magic weapons & armour as these are quite common in this campaign. Making Magic Items  - eg level 1 Scroll 25gp & 1 day, level 2 scroll 250gp & 3 days Crafting Magic Weapons  - eg  +1 warhammer  250gp & 2 work weeks Crafting Magic Armour  - eg  +1 shield  200gp & 2 work weeks,  +1 plate  4000gp & 10 work weeks.
If only there were dwarves smiths available!
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Edited 1613722193
Simon N. said: I decided to adjust the costs for basic magic weapons & armour as these are quite common in this campaign. Making Magic Items  - eg level 1 Scroll 25gp & 1 day, level 2 scroll 250gp & 3 days Crafting Magic Weapons  - eg  +1 warhammer  250gp & 2 work weeks Crafting Magic Armour  - eg  +1 shield  200gp & 2 work weeks,  +1 plate  4000gp & 10 work weeks. At level 5 Erasmus would be able to create +1 leather & +1 hide armour with his leatherworking proficiency. Fraener at level 5 would be able to create +1 metal armours. As these are Rare items they take 10 work weeks, but this can be lessened with assistance - eg if Fraener had the forges of Khundrakar lit & his three assistants with him then the time would be reduced to 1/4, 2.5 weeks. +1 weapons & +1 shields are much quicker to craft, need to be level 3 & craft for 2 weeks.
Good to know. Is studded leather covered by that proficiency, too? 
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Edited 1613731151
Tim M. said: Good to know. Is studded leather covered by that proficiency, too?  You'd need 'Smiths Tools' prof as Studded has metal components. Leatherworking just covers Leather (glorified biker jacket) & Hide (Buff Coat, thick animal hides etc). Tailors' Tools would cover Padded.
Cool. Could Erasmus and Fraener work together for studded, perhaps? E on the leather, F on the metal?  We've a while before we reach lvl5, but it's good to consider the options. :) 
Tim M. said: Cool. Could Erasmus and Fraener work together for studded, perhaps? E on the leather, F on the metal?  We've a while before we reach lvl5, but it's good to consider the options. :)  Yes, if both level 5 you could work together to make magic studded leather at twice the crafting rate, so 5 weeks not 10 per suit of +1 studded . Materials would cost 1,000gp. Whereas if you were buying it you'd have a DC 24 Investigation check to find a willing seller or crafter and a typical price of 2,500gp.
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Edited 1613934071
Realm Improvements Magic Resources Religious Shrine (1 Acolyte sc1): 1,500gp & 5 weeks. Requires: Thorpe pop. 20 Church (1 Priest sc3, 1 Acolyte sc1): 4,500gp & 7 weeks. Requires: Hamlet pop.100  Temple (1 Priest sc5, 2 Priest sc3, 4 Acolyte sc1): 15,000gp & 11 weeks. Requires: Village pop. 500  Abbey (1 Abbott/Abbess sc5, 2 Senior Brother/Sister sc 3, 4 Monk/Nun sc 2, 8 Monk/Nun sc1): 50,000gp & 57 weeks. Requires: - Cathedral (1 Bishop sc7, 2 Priest sc4, 4 Priest sc2, 8 Acolyte sc1):  42,000gp & 20 weeks. Requires: Small City pop. 6,000 Arcane Arcane Tower (1 Wizard sc3, 1 Apprentice Wizard sc1): 4,500gp & 8 weeks. Requires: - Arcane Guild Hall (1 Wizard sc5, 2 Wizard sc3, 4 Apprentice Wizard sc1): 15,000gp & 14 weeks. Requires: Small Town pop. 1,500  Arcane University (1 Mage sc9, 2 Wizard sc5, 4 Wizard sc3, 8 Apprentice Wizard sc1): 54,000gp & 31 weeks. Requires: Small City pop. 6,000 Mercantile & Administrative Trading post (improves all Resource income by +10% in a 2 hex/20 mile radius): 5,000gp & 8 weeks. Requires: - Guildhall (improves 1 Resource income by +20% in a 2 hex/20 mile radius): 5,000gp & 12 weeks. Requires Large Town pop. 3,000.  Noble Estate with Manor, luxurious ( improves Tax income by +10% in a 2 hex/20 mile radius) : 25,000gp & 21 weeks. Requires: - Imperial Palace (improves Tax income by +10% across entire dominion): 500,000gp & 3 years. Requires: - Fortification Tower/Broch: 10,000gp & 12 weeks. Can hold 30 infantry. Motte & Bailey: 20,000gp & 18 weeks. Can hold 60 infantry. Small Castle: 40,000gp & 30 weeks. Can hold 125 infantry. Large Castle: 80,000gp & 45 weeks. Can hold 250 infantry. Fortress: 160,000gp & 60 weeks. Can hold 500 infantry. Citadel: 320,000gp & 90 weeks. Can hold 1,000 infantry. One light cavalry = 3 infantry. One medium or heavy cavalry = 4 infantry. Manor Resource Improvements At Manor Scale, 1 hex = 2 miles. For Baronial Scale (1 hex = 10 miles) multiply costs & incomes by x10. 25gp/month = 300gp/year. 50gp/month =600gp/year. Mine (requires valuable minerals): cost 2d4x100gp, income +1d6x100gp/month. Population +2d4 Smelter (requires Mine): cost 1,000gp, income +2d4x10gp/month. Population +2d4 Logging Camp (requires Forest**): cost 1,000gp, income +1d4x10gp/month. Population +4d4 Sawmill (requires Logging Camp): cost 2,000gp, income +2d4x10gp/month. Population +2d4 Improved Farmland (requires Plains***): cost 2,000gp, income +2d4x10gp/m. Population +4d4 Fishing Ship (requires Sea): cost 2,000gp, income +2d4x10gp/m. Population +2d4 *Typically a 1 in 6 chance there is a mining resource per two mile hex. With one surveyor a survey takes 1 month per 2 mile hex, and requires a character with Miner's Tools Proficiency and a successful proficiency (INT) check at a DC of 5+1d10. If a resource is discovered, the GM rolls 1d6, or selects: 1: clay or stone quarry 100gp/m 2: lead or coal mine 200gp/m 3: copper or oil/tar mine 300gp/m 4: silver or tin mine 400gp/m 5: gold mine or marble quarry 500gp/m 6: platinum or gemstone mine 600gp/m **One two mile hex, approx 3.5 sq m of forest. ***One square mile of arable land.
Simon N. said: Realm Improvements Magic Resources Shrine (1 Acolyte sc1): 1,500gp & 5 weeks. Requires: Thorpe pop. 20 Church (1 Priest sc3, 1 Acolyte sc1): 4,500gp & 7 weeks. Requires: Hamlet pop.100  Temple (1 Priest sc5, 2 Priest sc3, 4 Acolyte sc1): 15,000gp & 11 weeks. Requires: Village pop. 500  Cathedral (1 Bishop sc7, 2 Priest sc4, 4 Priest sc2, 8 Acolyte sc1):  42,000gp & 20 weeks. Requires: Small City pop. 6,000 Arcane Tower (1 Wizard sc3, 1 Apprentice Wizard sc1): 4,500gp & 8 weeks. Requires: - Arcane Guild Hall (1 Wizard sc5, 2 Wizard sc3, 4 Apprentice Wizard sc1): 15,000gp & 14 weeks. Requires: Small Town pop. 1,500  Arcane University (1 Mage sc9, 2 Wizard sc5, 4 Wizard sc3, 8 Apprentice Wizard sc1): 54,000gp & 31 weeks. Requires: Small City pop. 6,000 Fortifications Tower/Broch: 10,000gp & 12 weeks. Can hold 30 infantry. Motte & Bailey: 20,000gp & 18 weeks. Can hold 60 infantry. Small Castle: 40,000gp & 30 weeks. Can hold 125 infantry. Large Castle: 80,000gp & 45 weeks. Can hold 250 infantry. Fortress: 160,000gp & 60 weeks. Can hold 500 infantry. Citadel: 320,000gp & 90 weeks. Can hold 1,000 infantry. Currently Ramvira is a Tower/Broch & is at Hamlet level. It currently has a Church (of Lathander). Ramvira could build an Arcane Tower to attract more arcanists. D'Ashe Manor is a Motte & Bailey & is at Thorpe level. D'Ashe could build a Shrine (1500gp, 5 weeks, recruits an Acolyte 1st level caster) and an Arcane Tower (4500gp, 8 weeks, recruits a Wizard (or other arcanist) 3rd level caster + an Apprentice 1st level caster.
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Edited 1613829715
Manor Resource Improvements 25gp/month = 300gp/year. 50gp/month =600gp/year. Mine (requires valuable metals): cost 2d4x100gp, income +1d6x100gp/month. Population +2d4 Smelter (requires Mine): cost 1,000gp, income +2d4x10gp/month. Population +2d4 Logging Camp (requires Forest*): cost 1,000gp, income +1d4x10gp/month. Population +4d4 Sawmill (requires Logging Camp): cost 2,000gp, income +2d4x10gp/month. Population +2d4 Improved Farmland (requires Plains**): cost 2,000gp, income +2d4x10gp/m. Population +4d4 Fishing Ship (requires Sea): cost 2,000gp, income +2d4x10gp/m. Population +2d4 *per 2 mile hex, approx 3.5 sq m. **per square mile of arable land. _______________________________________________ Ramvira is a Forest manor with water access, so could do logging camp & sawmill (has 1 of each already).  D'Ashe Manor is heathland plains, so could do improved farmland. The nearest forest with water access for transport allowing logging camp & sawmill is to the northwest, around Solanna Bael.
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Edited 1613832667
Baronial Domains Resources per hex  (Baronial Scale, 1 hex = 10 miles across, approx 85 sq m) D10 1: 1 resource 2-7: 2 resources 8-9: 3 resources 10: 4 resources Resource Type D10 1-3 Animal (eg dairy, fish, fowl, furs, bees, horses, ivory, beef, pork) 4-8 Vegetable (eg farm produce, foodstuffs, oil, fodder, wood & timber, paper, wine) 9-10 Mineral (as above) Baronial Income  (per 10 mile hex, a domain has 1+ hexes). Taxes: 5 sp/person/month (unlimited) Animal Resource: 10 sp/person/month, max 1d4x1,000 (2,500) gp/month per hex. Vegetable Resource: 5 sp/person/month, max 1d6x1,000 (3,500) gp/month per hex. Mineral Resource: 15 sp/person/month, max 1d8x1,000gp (4,500) gp/month per hex. The maximum resource income for a 10-mile domain hex thus varies from 1,000gp/month, to 32,000gp/month!
Do we get the feeling Simon is setting us up for a big windfall so the manor can become a permanent base of operations, and be upgraded to provide passive income? O_o
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Edited 1614290003
I'm going to house rule that Eldritch Knights can Attune to a +1 or better bonded magic weapon to use it as their spellcasting focus, as per the Ruby of the War Mage  - making the Somatic gesture with weapon in hand - otherwise they have to mess around with components to cast, and basically can never use weapon & shield combo as no hand free for casting.
cool thankfully Strohm has a magic weapon now
Retainers A typical character may potentially recruit and retain a number of loyal retainers/henchmen equal to their CHA bonus+4 (eg 3 at CHA 8).  These Retainers must have no more hit dice than the recruiting character. Some character classes may recruit additional retainers of a particular type, eg:  A  Beastmaster Ranger  may recruit a number of animal retainers equal to their CHA Bonus+4 in addition to their standard Retainers.  A  Champion Fighter  may recruit a number of warrior-type retainers of their own race/species  equal to their CHA Bonus+4 in addition to their standard Retainers. 
We get retainers at level 9 I presume?
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Edited 1616150238
WhiteValyrian said: We get retainers at level 9 I presume? Any Retainers/Henchmen before level 9 are recruited in play, but if you establish a Dominion then at level 9+ you may attract Followers, who mostly don't count against the Retainer limit, and a small number of classed Retainers. Territory Development - Dominions When characters clear and rule territory around a stronghold (at least 10 miles radius), they may receive a tax income of typically 2-5 silver pieces per inhabitant per month, plus any Resource income. High level Fighters, and some other classes, may also have a body of Followers come to serve them. A typical initial domain has 2-8 (2d4) hamlets, each with 101-400 (1d3x100 + 1d100) people. Politically this is, or is equivalent to, a minor Barony. Typical Followers  for PC Level 9+  ("Lord") Warlord's Followers  (roll d4 or choose) (1). 20 light cavalry (9gp/m), ringmail & shield AC 16, longsword, hand axe, 3 javelins.       100 heavy infantry (6gp/m), scale AC 15, halberd, club. (2) 20 heavy infantry (6p/m), splint & shield AC 19, morningstar, hand axe.       60 pike infantry (6gp/m), padded AC 12, long pike, short sword. (3) 40 heavy crossbowmen (6gp/m), chain AC 16, heavy crossbow, shortsword       20 light crossbowmen (6gp/m), chain AC 16, light crossbow, shortsword   (4) 10 heavy cavalry (15gp/m), splint & shield AC 19, lance longsword & mace       20 medium cavalry (12gp/m), scale & shield AC 17, lance longsword & mace       30 light cavalry (9gp/m), studded & shield AC 15, lance & flail Troops typically are veterans and use  Mercenary  stats (hp 16, ST+2 DE+1 CO+1), with adjustments for equipment as above. Typical Troop Commander  (d4): (1) MM  Veteran , plate armour & shield,  +2 battle axe (2) MM  Knight , plate armour &  +1 shield ,  +1 spear  &  +1 dagger (3) MM  Veteran ,  +1 plate armour  & shield, heavy  +1  heavy  crossbow of distance  (rare, +50% range, short 150' long 600'),  +1 longsword . (4) MM  Knight ,  +1 plate  &  +1 shield ,  +2 longsword , heavy warhorse with  horseshoes of speed . Commander Upkeep: 60gp/month Troop Lieutenant  (d4) (1) Fighter-2, chain & shield AC 18, or splint & shield AC 19 if unit includes men so equipped. (2)-(3) Fighter-3, splint & shield AC 19 (4) Fighter-4, plate & shield AC 20,  +1 longsword The Lieutenant can advance to Fighter-4 if initially below that level, and may eventually become a Veteran or Knight. Lieutenant Upkeep: 30gp/month Alternate Followers Rogue's Guild: 1d3 MM Spy, 2d3 MM Thug, 1d3 Rogue -1 (hp 10 DEX+3) Wizard's Tower: 1d3 Wizard -1, 2d6 Mercenary (hp 16 ST+2) Priest's Temple: 1 MM Priest, 2d3 MM Acolyte, 2d6 Mercenary (hp 16 ST+2), 1d3 Cleric -1  (hp 9 WIS+2) Druid's Grove: 1d2 MM Druid sc4, 1d3 Druid -1 (hp 9 WIS+2) Bard's Company: 1d2 VGTM Bard sc4, 1d3 MM Spy, 1d3 Bard -1 (hp 9  CHA+2) Barbarian's Holdfast: 1d3 MM Berserker, 20d6 MM Tribal Warrior, 1d3 Barbarian -1 (hp 14 ST+3) Other classes typically acquire 1d3 1st level followers of the character's own class, eg a Fighter Lord may acquire 1d3 Fighter -1 (hp 12 ST+3). Most strongholds will also attract an appropriate number of  Commoners  to serve the PC. A Wizard's Tower might have only 1d6, where a Warlord's fortress has 10d6 or more. Losses  of non-classed followers may typically be replaced at a rate of  5% of initial total  per month, eg a force of 120 can replace 6/month. Classed Followers Classed followers may use a generic template as above, or may be created by the player using the standard PC rules (and may be played as a PC in lower level adventures, during which the NPC XP cap no longer applies). Classed followers are not routinely replaced if lost.  Classed followers always count as  Retainers/Henchmen ,  so the Charisma bonus +4 Retainer limit applies; eg CHA 8 (-1) enables 3 such, while CHA 20 (+5) enables 9 such.
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Edited 1616495085
Proficiency, Language & Skill Training (adapted from XGTE ). This requires a mentor proficient in the relevant skill or proficiency, with at least a +6 bonus (attack bonus for weapons). Minimum training cost is 1gp/day, 5gp/work week; many mentors charge more. Tool, single Weapon, or Language Proficiency training takes (10-INT bonus) work weeks.  Acquiring a new skill proficiency takes 5 times as long, (10-INT bonus) x5 work weeks. To acquire a new Skill proficiency a character must have at least a 13 in the relevant attribute. A character must have at least STR 9 to acquire new STR simple weapon proficiencies, and DEX 9 to acquire new DEX simple weapon proficiencies.  A character must have at least STR 13 to acquire new STR martial weapon proficiencies, and DEX 13 to acquire new DEX martial weapon proficiencies. PC Trainers : A PC with at least +6 in that Proficiency (or for Language proficiency, their INT bonus+PB) may offer training to others. They can train a number of characters at once equal to their skill or attack bonus (for language, INT bonus + PB) minus 4.
Question: Can inspiration be used to force a reroll from an enemy? Maybe on a save, or attack roll?  Ta. 
Tim M. said: Question: Can inspiration be used to force a reroll from an enemy? Maybe on a save, or attack roll?  Ta.  No, it inspires you, it doesn't de-spire the enemy. :)
I'm adding the following to the allowed list of PC races. Permitted Races from Volo's Guide to Monsters:  Aasimar (aka Seraphim) Goliath (from the Giantspire Mountains, or further east) Kenku (kenku accustomed to human speech can talk pretty normally) Firbolg (from the Earthwood or Rawlinswood)
Retraining on Level Up When training to advance a level, a PC may change one element, eg: Swap one class skill for another class skill Change one known spell for a different permitted spell Move up to 2 attribute points from one attribute to another. An attribute may be raised to a maximum of 13 plus any racial modifiers, eg maximum for a human for any attribute is 13+1 = 14, and a half-elf may increase Charisma to 13+2=15.
oh so if I have 10 wisdom and 10 charisma during a level up can change it to 8 wisdom and 12 charisma?
WhiteValyrian said: oh so if I have 10 wisdom and 10 charisma during a level up can change it to 8 wisdom and 12 charisma? Yup. I'll allow that if it's the only change you make. Sounds like it fits Strohm, too. :D
hmm Strohm wisdom is already 8 I think I will take from dex instead and improve charisma, that or go to Syrus to improve my persuasion to expertise or something. with all the time he spends flirting with girls he should be improving his seduction XD.
WhiteValyrian said: hmm Strohm wisdom is already 8 I think I will take from dex instead and improve charisma, that or go to Syrus to improve my persuasion to expertise or something. with all the time he spends flirting with girls he should be improving his seduction XD. Expertise is a class ability limited to Rogues & Bards. I guess you could train a tool (musical instrument) proficiency to gain advantage on seduction attempts. :)
Hmm indeed XD