House Rules

There are many interesting and unique house rules used by the players of Rascalon. Any updates to these rules will be posted here, and this page will be a living document for as long as the rules exist.

## Common Rules

These house rules are ones that are commonly used outside of my table and are not exclusive to my games nor were they created by me.

#### Crunchy Crits

Crunchy Crits is a modified version of critical hits in D&D 5e. Instead of rolling an additional damage dice whenever you roll a natural 20, you add the highest number possible on the damage dice to the damage rolled. For example, if you roll a critical hit with a club and you have a +3 Strength modifier, your damage would be 1d4 (damage dice) + 4 (critical damage) + 3 (Strength modifier).

#### Modified Standard Array

When creating your character, choosing the standard array in the Player's Handbook is a common option. As opposed to this list, a new set of six ability scores is used at the table. The numbers are as follows: 17, 15, 13, 12, 10, and 8. This allows for one really high stat and one somewhat poor stat with an average stat of 13 (including the standard +2 and +1 from racial bonuses).

#### System Shock

Whenever a player takes damage from a single attack roll/saving throw that equal half or more of their hit point maximum, the player must roll a DC 10 Constitution saving throw. On a failure, the player rolls a d10 and consults the Dungeon Master's Guide for the System Shock table.

## Homebrew House Rules

These rules are ones I and/or my friends have created ourselves for our personal games to either change the rules we don't like or create unique situations for our table.

#### Addiction System

Every relevant substance has an addiction rating (AR) on a scale of one to ten, one being the least addictive and ten being the most addictive. A substance is considered addictive if it has a five or more AR. Whenever a creature intakes an addictive substance, they must make a Constitution saving throw (DC 8 + the substance's AR). On a failed save, the creature gains one addiction point. The chart below shows what happens whenever a creature gains addiction points.

**Gained**
 2
 3
 4
 5

Some substances may also cause additional effects alongside the ones presented on the table above. A creature loses an addiction point only if they do not indulge in their addiction for a number of days equal to the AR of the substance + the number of addiction points they have gained - their Constitution modifier (days to remove one addiction point = AR + addiction points - Con. modifier).

#### Mounted Combat

The rules of mounted combat in D&D 5e are very limiting and flawed. Therefore, myself and my crew have modified and rewritten the rules to be more enjoyable and viable for combat.

In order to ride a mount in combat, you must be proficient in Animal Handling and the creature you wish to ride must be wearing a saddle and willing to be ridden. A creature unfamiliar with you may require a successful Wisdom (Animal Handling) check in order to be mounted. You may only mount a creature if it is at least one size larger than you, and it takes your action to do so. While riding your mount, your Armor Class increases by 1, and you may only make attacks with weapons that have the ranged, reach, and/or two-handed properties, unless you are riding a Medium or smaller mount. Heavy weapons may be wielded with one hand.

On your turn, you use the movement speed and size of your mount. You cannot attack prone creatures, and attacks made against you are done at disadvantage unless they are using a weapon that has the ranged, reach, and/or two-handed properties, unless you are riding a Medium or smaller mount. If you take the attack action, your mount can make an attack in place of one of your attacks.

A creature can choose to attack your mount instead of you (forgoing the limits on weapons). If your mount takes damage that brings it below half its hit point maximum, you must roll a Constitution (Animal Handling) check with a DC equal to 10 or half the damage taken, whichever is higher. On a failure, you are knocked prone off of your mount. Furthermore, if you take damage that brings you below half your hit point maximum, you must make a Constitution saving throw with a DC equal to 10 or half the damage taken, whichever is higher. On a failure, you are knocked prone off of your mount.