Game Rules

These are **HOME RULES** that don't fully match the player handbook!

These rules are likely much more simplified and involve less rounding when it comes to complex math. Don't judge! Any other mechanics that are homebrewed by others will be credited in the sources section.

## Ability Scores

These are used often in the game and are one of the main means of deciding whether a character can do something or not. For an activity the character wishes to do, such as searching for hidden information in a book, mixing a potion together, or trying to smash a lock, the player rolls a D20 and then add or subtract their ability modifier which can be found on their players sheet.

Hitting a certain number is required to succeed. This number varies depending on the difficulty of the task.

### **Strength Checks**

Probably the most obvious, strength checks are for pushing open barred doors, breaking out of chains,

**Athletics** specifically covers difficult obstacles while climbing or swimming, such as swimming in intense waves or trying to push through a tunnel that's a bit too small.

### **Dexterity Checks**

Dexterity also involves the body, but more regarding agility.

**Acrobatics** tests the balance of a character in a risky environment. This can also be tested if performing an acrobatic performance.

**Sleight of Hand** involves performing an act of trickery, such as planting an object on someone else or picking a lock and crafting something quickly.

**Stealth** is being sneaky, such as creeping by a sleeping guard, or slipping out of a party without being noticed by anyone.

### **Constitution Checks**

Constitution revolves around health and how much the body of your character can take. These checks usually come into play when characters become exhausted or hungry, in order to see if the character can keep marching on. These checks are also made when characters come into contact with poison or disease; a stronger constitution is much like a stronger immune system.

### **Intelligence Checks**

**Arcana** revolves knowledge around magical items, artifacts and spells.

**History** checks measure how much lore and historical knowledge a character knows about a place or thing.

**Investigation** comes into play when a character is

**Nature** checks revolve around general knowledge about plant and animal life, and environmental cycles.

**Religion** involves deities, holy symbols and other facts related to religion.

### **Wisdom Checks**

Wisdom is more about how well a character is in tune with the world around them, and general perceptiveness rather than knowing facts.

**Animal Handling** revolves around interacting with creatures.

**Insight** involves reading people, and trying to determine their next move or if they're lying or not.

**Medicine** lets you try to help stabilize an injured member of your team, or identify an injury.

**Perception** tests the keenness of your characters senses. These checks revolve around listening and trying to spot threats that might be hidden.

**Survival** is obviously for survival skills.

### **Charisma Checks**

All of these checks involve how well your character does when interacting with others.

**Deception** is how well your character can lie or mislead someone.

**Intimidation** checks how threatening you are (or appear) to be.

**Performance** is for situations where a character might perform on stage or otherwise has to entertain or impress others.

**Persuasion** checks are made when trying to convince an NPC or creature of something, without lying or using force.

## Attack Rolls

An attack roll will determine weather or not a weapon hits it's target and also how much damage it will do.

## **Inventory**

Each character has a number of slots that determine how many items they can carry. To calculate this, use the charts below.

Your characters size determines their general carrying capacity.

 Small
 Medium
 Large

Now add or subtract from this table.

 Light
 Medium
 Heavy

### Food Water and Coins

A character can carry one ration box, one waterskin, and one small pouch freely.

 Item Sizes Capacity

 Small
 Medium
 Large

## **Health**

Health conditions being tracked depends on the type of campaign or it's current setting. When characters are in Urban areas, where food, water, and shelter easily available, tracking these health conditions could be put on hold. Traveling in the wild and abandoned areas is when hunger and thirst are more likely to come into play.

### Conditions

Characters gain conditions for hunger, thirst, and fatigue naturally as the day progresses and these are easy to fix in a city or village. Some specific monster attacks can also cause a character to gain a level in this area.

### Improving Conditions

* **Eat a ration of food:** −1 hunger per ration. Better quality food may relieve more hunger per ration.
* **Drink a ration of water:** −1 thirst per ration. Better quality water may relieve more thirst per ration.
* **Get a good night's sleep:** (undisturbed) −3 fatigue. A disturbed night's sleep grants only −1 fatigue.
* **Remove or add clothing/find shelter:** -1 to -3 temperature depending on situation.

## Sources and Credits

* Health and Carrying rules originally made by Giffyglyph.