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Some house rules

So with the idea of an upcoming city jaunt I would to present some things to make certain things in a city easier to resolve. Gambling Games of Skill - Games of skill always require some skilled training on the part of the player. To reflect this, each such game generally has a Tool Proficiency associated with it, reflecting not only knowledge of the game's rules but also experience playing it and an understanding of the principles at work. Each game can entertain a variable number of players, and each game uses one or two specific Abilities in checks involving that game. Talis: There are many games played using the talis deck, including whist , poker , talison , elemental empires , and old wizard . Of these, whist (4 players, in teams of 2; Wisdom or Charisma) and poker (2 to 7 players; Intelligence or Wisdom) are most often played at the gambling table, though talison (2 to 6 players) occasionally sees play in some upper class establishments. Darts: A game of darts thrown at a delineated target board in the back of a hall, with a scoring system based on those who manage to get closest to the center of the target, or who manage to lay down specific patterns of scoring on the board. (2 to 4 players; uses weapon or game proficiency; Dexterity) Billiards: A game that uses a specialized felt-covered table, with balls struck around the table using cue sticks. (2 players; Dexterity or Intelligence) Table Dice: Also known as backgammon , this is a game that combines dice rolls with tactical draughts. (2 players; Wisdom) Tiles: A game played with a system of numbered, interlocking tiles creating cascades of points. (2 to 4 players; Intelligence) Games of Chance - Unlike games of skill, there is no proficiency involved with games of chance. The mechanisms for resolution are entirely luck-based, with winning based on just how fortunate the player is. To reflect play of these games, each participant rolls a single d20, with the highest result winning. Dice: There are a variety of dice games, all of which basically involve the rolling of specific lucky combinations of dice. A wide variety of dice are used for myriad games, including snake eyes , fallen temple , dragon dice , and gemstones are just a few of the games played. Random Numbers: Various methods of betting on randomly generated numbers coming up, whether chits or balls drawn from a bag, numbers rolled on dice, or numbers spun on a wheel. Cheating - With good coin often up for winning, it is inevitable that those who play these games will attempt to rig them, so as to ensure a payoff. There are many methods for cheating at games. By and large, they inevitably involve the use of sleight of hand. As such, if a player makes a successful Dexterity (Sleight of Hand) test when playing a game of skill Games of Skill: If successful, the cheater may make their game-play check at advantage. Games of Luck: If successful, the cheater's opponents make their game-play checks at disadvantage. The result of this check is the DC for others to notice they are cheating, however - other players may make Wisdom (Perception or Game Tool Proficiency, whichever is better) tests to spot the cheater at work. Tavern Games - These games are the simple tavern games that are simplicity itself to find - there is inevitably one going on in most taverns, taprooms, or ale halls at any given time. Such games include cards, dice, darts, billiards, and the like. By and large, a night's worth of tavern games is a small pot, but good for some entertainment. Generally speaking, the stakes of games at a tavern or other drinking establishment are usually based on the quality of the place. (Squalid): Stake: 1sp. Winnings: Winner gains 5cp per point above the next highest result. (Poor): Stake: 2sp. Winnings: Winner gains 1sp per point above the next highest result. (Modest): Stake: 1gp. Winnings: Winner gains 5sp per point above the next highest result. (Comfortable): Stake: 2gp. Winnings: Winner gains 1gp per point above the next highest result. (Wealthy): Stake: 4gp. Winnings: Winner gains 2gp per point above the next highest result. Chase Scenes A chase scene in any scene in which one party attempts to chase down the other. Base Movement - Each turn, characters move their base movement, as normal. Dash (Action) - During a chase, characters may still take the Dash action, as normal. In fact, it is assumed they will be doing so for most of the chase. Dashing & Exhaustion Players should keep track of how many consecutive Dash actions they take during the chase. On any turn in which a character does not Dash, this tally may be reduced by 1. Characters have a "Dash Threshold" of 5 + (Constitution bonus). If a character equals or exceeds their Dash Threshold, at the end of the chase, their player must make a Constitution save of DC 10 + 2 per point by which the character exceeded their Dash Threshold. Failure on this check inflicts one level of Exhaustion. Example: Ahmadar (Constitution 15) has a Dash Threshold of 7. He takes part in a chase that ends with him having accrued a Dash Threshold of 10. This makes his Constitution DC 16 (10 + 6) to resist taking a level of Exhaustion. Attacks Characters that are in range of an enemy may make an attack as normal. Anyone involved in a chase that is hit by an attack must make a Strength save (DC 10 or half damage taken, whichever is greater) or be knocked prone as a result of the injury. Characters making ranged attacks must have line of sight, which is abstracted depending on the environs in question: Large open areas (wide open plains or crop fields): Automatic line of sight Open areas with some cover (rolling terrain or light forest): Must be within 80' of target Areas with significant cover (heavy forests, streets of a town): Must be within 40' of target Densely packed areas (subterranean, streets of a city): Must be within 20' of target Complications Every chase has several Complications - milestones measured in feet of movement that represent the kinds of obstacles and surprises that can foul up or abet a chase. Complications by and large provide the means by which characters can manage to catch up to their quarry, or to escape. Many complications force checks and inflict damage, reduced movement, or other penalties for failure at the check, and many even include such (albeit reduced) with successful saves. Optional: Some Complications are optional - these are possibly advantageous encounters that can give a character the upper hand, if they can manage the complication. A character who encounters one may choose to take advantage of it, making the associated check. If successful, the character gains a number of feet of movement; if not, they lose movement. Escaping or Catching Up Each chase has an undeclared "finish point" - if the quarry gets to that finish point, they escape safely. The pursuers loose them in crowds, they reach the safety of a haven of some kind, etc. The pursuer may end the chase before the "finish point" by forcing the quarry to stop their flight, through injuries, forced movement, knocking them prone, etc. Sample Chase - This chase takes place through the crowded streets of the City's Dock Ward on a cold winter night. Line of Sight is assumed to be 20', due to the close-packed nature of the City's grungiest streets. If the quarry reaches the finish line at 530', he escapes behind a door which he locks. Fallen Crates Block the Path (20 ft): Large Obstacle: Dexterity (Acrobatics) DC 15 to get past. On a failure, lose 15 feet of movement; on a successful save, lose 5 feet. Patch of Ice (70 ft): Difficult Terrain: Bypassing this terrain counts as 20 feet of movement. Group of Drunken Sailors, Singing Badly (140 ft): Crowd: Strength (Athletics), Dexterity (Acrobatics) DC 15 to get through crowd. On a failure, lose 10 feet of movement; on a success, lose 5 feet. Switchback Alley (180 ft): Sharp Turn: Dexterity save, DC 12. On a failure, collide with terrain, causing 1d8 damage and losing 10 feet of movement; on a success, lose 5 feet of movement. Thinly Boarded Up Doorway (230 ft): Breakable Barrier: Make a Strength (Athletics) DC 13 check; this is reduced by 2 for every person who has already broken through it, eliminating it entirely once it is DC 8 or lower. Those who pass through it must make Dexterity saves (DC equal to the obstacle's current DC) or take 1d10 slashing damage. On a successful check, lose 5 feet of movement; on a failed check, lose 15 feet of movement. Cluster of Nervous Streetfolk Around a Makeshift Fire (330 ft): Insightful Advantage (Optional) Make a Intelligence (History) DC 13 check. If successful, gain 5 additional feet of movement. If failed, lose that amount. Gang of Brawling Street Thugs (360 ft): Dangerous Crowd: Strength (Athletics), Dexterity (Acrobatics) DC 12 to get through crowd. On a failure, lose 10 feet of movement and take 1d12 damage as well; on a successful check, only lose 5 feet of movement. Group of Lost Foreigners (450 ft): Crowd: Strength (Athletics), Dexterity (Acrobatics) DC 13 to get through crowd. On a failure, lose 10 feet of movement; on a success, lose 5 feet. An Overturned Cart (480 ft): Athletic Advantage (Optional): Make a Strength (Athletics) DC 20 check. If successful, gain 15 additional feet of movement. If failed, lose that amount. Down A Sudden Stairwell (530 ft): Sharp Turn: Dexterity save, DC 10. On a failure, collide with terrain, causing 1d8 damage and losing 10 feet of movement; on a success, lose 5 feet of movement.
Pickpocketing Performing an act of pickpocketing is the baliwick of thieves everywhere. There are two stages to this process: the Sneak action, to determine how easily the character is seen, and the Filch action, which determines whether or not the thief takes coins. Study Mark: There are insights that can be garnered by carefully studying a mark. Intelligence (Investigation) or Wisdom (Perception) . This roll is used to identify what sort of purse the mark carries, and higher rolls may reveal if there are any defenses on the purse as well. Wisdom (Insight) . This roll can tell you if the target is particularly distracted (giving him disadvantage on his passive Perception), on guard (giving him advantage on his passive Perception) or wary (using active Perception), useful for figuring out who the safest mark to snatch from is. Filch: This is a Dexterity (Sleight of Hand) check. The DC for this check is equal to that of the Theft Technique you are using, based on the purse in question. Failure at this check means you do not manage to get access to the purse. Being Noticed: Additionally, your Dexterity (Sleight of Hand) check is compared to the mark's Perception (usually passive). If the result is lower than the mark's Perception result, they have spotted you making the attempt, whether or not it is successful. Sneak (optional): This is a Dexterity (Stealth) check. This roll is compared with the mark's Perception check instead of the Sleight of Hand check. If the thief wins, his attempt remains unnoticed. If the mark wins, the attempt is detected. Theft Techniques Coin Snatch: The thief simply reaches into the open or semi-open purse and takes a pinch of the goods found within. Generally speaking, this means getting away with 1d6 coins, plus one coin or small item per point above the base DC scored. Purse Slitting: Using a small, sharp blade, the thief slits the bottom of the pouch or purse, letting the goods within fall into her hands, or reaching in to gain better access than a coin snatch. Strap Cutting: Again using a small, sharp blade, the thief simply cuts not the purse but the straps that bind it to the mark, making away with the entire purse. Unknotting: The hardest method of all, by quickly unknotting the purse, the thief may abscond with the whole purse, but requires no blade whatsoever to accomplish. Purse Types Purse on Straps: Study DC 10; Coin Snatch DC 10, Purse Slit DC 15, Strap Cutting DC 10, Unknotting DC 20 . A small bag that usually hangs from a belt by its straps. The easiest purse type to get into, as it has a flap that closes down over the mouth of the pouch, but nothing really seals it well. Leather Satchel with Drawstrings: Study DC 5; Coin Snatch DC 20, Purse Slit DC 10, Strap Cutting DC 10, Unknotting DC 20 . A simple purse that is closed by a drawstring, making it difficult to get into. Hangs from a belt like the purse on straps. Pouch with Wooden Toggle Fastening: Study DC 12; Coin Snatch DC 15, Purse Slit DC 10, Strap Cutting DC 15, Unknotting DC 25 . A more complicated purse that is closed by a flap that can be buttoned closed. These are worn on belts, usually threaded through belt-loops to the belt. Sewn-on Pocket: Study DC 15; Coin Snatch DC 10, Purse Slit DC 20, Strap Cutting DC -, Unknotting DC - . Easily filched from, a pocket is permanently attached to garments, making them impossible to be dealt with by purse slitting. They cannot have their straps cut or unknotted (as there are none), so it is impossible to get away with the whole contents, but their mouths are notoriously difficult to secure, doubling what a coin snatch or purse slitting can escape with. Open Container: Study DC 5; Coin Snatch DC 10, Purse Slit DC -, Strap Cutting DC - Unknotting DC - . Quite unsafe as a means of carrying about coin, nonetheless some folk either have no choice but to use such a vessel (a beggar with a bowl or cup), or they are simply focused on the convenience (a merchant with a jar of coppers to make change with, or a busker collecting coin on the street). If the container has a lid, the coin snatch is performed at disadvantage; if the lid is hinged, the DC increases to a 13. Defenses Against Pick Pockets Chainmail Lining: Study DC 20 . The interior of the bag or pouch is lined with fine chain mail. The Purse Slitting Technique is performed at disadvantage. Wire-Bound Catch: Study DC 15 . The binding of the bag is wrought with thin wire instead of simple leather strapping. The Coin Snatch Technique is performed at disadvantage. Wire-Cored Straps: Study DC 20 . The straps of the bag are sewn around braided wire. The Strap Cutting Technique is performed at disadvantage. Purse Bells: Study DC 15 . The bag is sewn with small bells that ring if it is unduly jostled. The Sneak action to avoid being noticed while picking a pocket is performed at disadvantage. Thiefsnappers: Study DC 20 . The interior of the bag is armed with a small snapping trap. If it is not spotted, an attempt to use the Coin Snatching technique causes the trap to snap closed, inflicting 1 hp of piercing damage to the thief, as well as automatically causing the attempt to fail and be noticed. If it is discovered, it can be disarmed with a Dexterity (Sleight of Hand) DC 18 check.
Fun. Makes me want to play a rogue again :P
Oooh, I'm definitely looking forward to this stuff! It seems like my rogue skills will be coming in handy here :)
not so much house rules as they are cool ways to do things