House Rules

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Revision as of 06:31, 26 February 2024 by Kurin (talk | contribs)

Leveling[edit]

Milestone leveling, at next long rest

Advantage/Disadvantage[edit]

Advantage and Disadvantage resolve per-case. For instance, if you have two advantages and one disadvantage, you have advantage. If you had three disadvantages, you only roll regular disadvantage. If you believe your situation would give you advantage (or disadvantage) and it makes logical sense, I will probably allow it.

Multiple Skill Check Attempts[edit]

You may attempt skill checks multiple times, however there may be consequences. If, for instance, you were tasked to get in and out of a location without being detected, and you fail a check to pick a lock, there might be signs of your attempts, such as scuff marks, a broken tumbler, etc.

Money[edit]

Silver Standard, altered. Prices will be altered to fit a 1930s economy, roughly.

Death[edit]

A character will only die if the following 2 events happen: They fail all 3 death saving throws AND Nobody can revive them after combat

Succeeding on 3 death saving throws during combat will let you come back up with 1 HP ONCE, but suffer from temporary exhaustion. Once you go back down, it's as if you failed 3 death saves.

If you have failed 3 death saves, but are stabilized after, it takes a long rest before you are conscious again, even if some method would give you HP.

Extra Attack[edit]

Extra Attack can be used for spells that are connected with an attack, however, your action MUST include a regular (melee or ranged) attack as part of the action that triggers Extra Attack.

Ranged vs Melee[edit]

Ranged Weapons add +1 to your damage instead of your ability score.

Melee Weapons (that are not thrown) gain 1d4 extra elemental damage (your choice from your Sharinnah)

Bonus Action/Off Hand Attack[edit]

Off-hand attacks use your full bonus (+1 for Ranged, STR/DEX+1d4 for Melee)

Carry Weight, Push, Drag, Lift[edit]

For every step above, you octouple the weight. For every step below, you eighth the weight.

Carry is 15 * STR, multiplied by the size category based on the following table:

Size Category Multiplier
Tiny 1/64x
Small 1/8x
Medium 1x
Large 8x
Huge 64x
Gargantuan 4096x


Light/Dark[edit]

There are 5 Light levels. Bright, Dim, Darkness, Lightless, and Magical Darkness.

Bright light is equivalent to sunlight. Dim light is equivalent to Candle light. Darkness is equivalent to a moonless, starlight-only night. Lightless is equivalent to deep inside a cave with no light source. Magical Darkness is equivalent to Lightless, but magically caused. Abilities that affect vision such as Darkvision, work by increasing the perceived light level by 1 step. Creatures are always Seen except under Magical Darkness or Lightless levels.

Crits[edit]

Chunky Crits. Crits are your normal damage roll, plus max damage.

Critical Fumbles only will happen during situations where you are not in any danger, and times it may be humorous, such as during a minigame, etc.

Critical Successes/Failures for checks and saves do not mean instant success/failure. You can still succeed with a natural 1, and still fail with a natural 20.