Houserules

*(This page is for setting up and keeping track of Houserules, both universal and per DM. Note, this is only for the DM in question and how they run things.)*

### ►When leveling up, to make things more streamlined; Your HP gain for that level is just the average of your hit die + 1 + con modifier.

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### Colin

SHORT RESTS: A character can't spend any Hit Dice after finishing a short rest until someone utilizes a healing spell before rest or expends one use of a healer's kit to bandage and treat the character's wounds.

LONG RESTS: A character doesn't fully regain all HP upon a long rest. Instead, they roll their maximum number of hit die + constitution modifier. (For example, on Roll20 if you were level 5 with a +2 con modifier, you would type /roll 5d8+10. This will effectively roll 5d8 hit dice, with an additional +10 from your con modifier.)

TRAVELING: Transitioning to far off locations can bring with it perils. Each party has a designated navigator, or the individual with the highest survival skill. When traveling, the navigator makes a skill roll versus varying DC's of difficulty as per the terrain. Having a map of the area grants advantage on the check, as does having visual access to the sun and stars.

Grassland, farmland, meadows: 5. Arctic, desert, hills, or open seas with clear skills: 10. Forest, jungle, swamps, mountains, or open seas with overcast skies: 15. Magically bizarre and twisted land: 20.

Failure means the party becomes lost and wastes 1d8 hours plus the chance of a random hostile encounter. Success means the party successfully travels to the location, with the chance of a hostile encounter. Naturally you do not want failure, as not only that delays the party, it effectively produces additional chances of wandering into a random hostile encounter.

Hostile random encounter: 1d20 (1 difficult encounter, 2-4 medium encounter, 5-19 no encounter, 20 you come across a helpful boon in your travels). This is essentially a 20% chance for an encounter.

CRITICAL HITS: Critical hits are exceptionally powerful and dangerous. Whenever a critical hit is attained, the !Critical command is utilized to roll a 1d100 on a table to decide the outcome of the critical hit. It can range from normal (2x damage) to truly dangerous (4x damage, losing a body part). If a major disaster that hobbles the character in some way, the character remains hobbled until they take a short rest with proper medical attention. Severed limbs and major wounds can be healed at a price or by gained favor via the regeneration spell from Clerics, Druids, and the rare Bard.

CRITICAL FAILURES: Likewise critical failures bring with it caveats for true misfortune. Whenever a critical failure occurs, the !Fumble command is utilized to roll a 1d100 on a table to decide the outcome of the fumble. It can range from accidentally tripping over something to ones sword bouncing off a shield and cutting themselves in the shoulder.

MORALE: Morale is utilized by the DM for intelligent creatures. In the situation of the group leader being cut down, the group losing half it's size, being surprised with a devastating opening ambush, and other circumstances, a Wisdom check may occur for the group's leader to decide if the creatures stay or attempt to flee. If the leader is dead, a general average wisdom check occurs for the entire group. Individual fleeing members can be made to surrender following a contested intimidation check.

XP: This DM uses the participation / milestone reward system, where levels are given by fraction.