House Rules
House Rules
A copy of these House Rules can be found on the Folklore and Folly Discord server in the House-rules channel.
Safety
Players can choose if their character can die during combat or other deadly encounters. While safety is on a player's character cannot permanently die or be killed. However they can still be effected by magical/non-magical status effects, illness or rendered unconscious in or out of combat. Rather then dying/rolling Death Saving Throws, a character will be left unconscious at 0 hit points. Every additional 10 points of damage that surpass 0 hit points will add a point of Exhaustion to the character. Characters will also automatically gain 1 point of Exhaustion, to a max of 5 points, once they regain consciousness. The effects of Exhaustion do stack with each point gained. A Long Rest (8 hours) is required to remove a singular point of exhaustion.
Effects of Exhaustion for 'Safe' Characters are as follows
- 1 Point | Disadvantage on all Ability checks.
- 2 Points| Speed is halved.
- 3 Points| Disadvantage on all Attack rolls and Saving Throws.
- 4 Points| Hit point maximum is halved.
- 5 Points| Speed is reduced to zero and the character will be unconscious for the next 8 hours. No magic or healing will bring them back to consciousness.
Player's may also choose to have 'Patrial Safety', were a character can only die to plot relevant events or fights (Boss fights, sub-boss fights, ect.) but wont die from participating in silly dangerous shenanigans (You decide to jump off a cliff, duel a random cowboy, ect.) that do not otherwise effect plot. Player's can choose to change the status of their Safety or turn Safety on/off at will at either the beginning or end of a session, with the exception of multi-session long combat encounters.
Ritual Ressurection (Matt Mercer's Rules)
A resurrection spell is considered a ritual and requires 10 minutes of preparation before use. Once resurrection is cast, up to three characters not including the caster may participate in the ritual to increase its chances of success. In order for a resurrection to succeed the caster must roll a DC 10 skill check using spell casting ability. The other characters can help to lower the DC by doing things such as offering assistance to the caster, making a plea to a god, or speaking directly to the deceased in an attempt to coax them back. Depending on the nature of the help and the associated skill check the DC the caster must meet can lower or raise. A successful check lowers the DC and failure increases it. If the caster fails the skill check the resurrection is a failure and the soul is forever beyond reach. On a success (should the soul be willing to return to the living.) the character is resurrected but the DC for any future resurrection goes up by 1.
Additionally; when the resurrected character returns they must roll a d6. The character will then take a equal number of Exhaustion points to what they rolled, with a 6 being 0 points of exhaustion.
Sleep Constitution Check
Sleep potions require a DC 10 Constitution saving throw. On a failure the consumer instantly falls asleep for 8 hours and cannot be roused by anything less then magical means. On a success the character remains awake but feels drowsy. Each potion consumed raises the DC by 1. Lesser (DC 14), Greater (DC 17) and Superiour (DC 20) sleep potions can also be purchased with their DCs going.
The sleep spell requires a DC 10 plus the caster's spell casting ability Constitution roll.
Fail Three Death Saves to do One Last Action:
In combat if a character is brought to 0 hit points, a Player may decided to fail all three Death Saving Throws in exchange to go out in a blaze of glory performing one last Action in combat. However the Player's character will be dead after performing this Action. Unless resurrected later outside of combat.
Inspiration from the Fallen:
If a character dies in combat, any of their allies that witness the final moment of their comrade will gain 1 point of Inspiration. This effect includes both Player characters and NPCs. Like normal Inspiration, a player must say they intend to use it before the outcome of the action is announced. Once combat is over the inspiration ends.
Drinking a Healing potion is a Bonus Action
When consuming a healing potion during combat, rather then using your action, you use a bonus action to drink the potion. However, administering the potion to another Player's Character or NPC still costs an action.
Re-rolling ones for Leveling up
When rolling for Hit Points during level ups, any 1s rolled ones may be re-rolled until any number besides 1 is rolled. This also goes for Hit Points when you're building your character.
Hold Initiative
When combat is starting or during combat, a player can ask to Hold their Initiative in order to change turn order. Holding your initiative will take up a turn and cannot be used in conjunction with an attack, spellcasting, movement or use of a bonus action. A player that holds their initiative will be moved to the bottom of the order. The player will remain at the bottom of the order for the rest of combat or until something alters initiative order.
No Spells? Take Damage to Cast
If a spell caster is out of usable spells slots, they may cast a spell in trade for hit points. To cast a spell, the player will roll 1d12 for each spell level plus their spell casting modifier of damage. (Example: As a Wizard, casting a third level Counter Spell will require you to take 3d12+5 damage.) This can only be used three time per encounter or until the character falls unconscious.
Nat20 Always does Max Damage
Instead of rolling damage, Natural 20s will always do the maximum damage that could be rolled.