Current House Rules

Posted on : 05-25-2010 | By : Brian | In : D&D, DM's Journal, Downloads, House Rules

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I’m using very few house rules in my current game (I don’t consider custom monsters to be house rules), and I thought I’d share them. I’ve talked about a few of them already, but I’ll give you some updates.

Renown Points
I’ve already explained my rationale for using Renown Points, and I like the way it worked in the last session. I monkeyed with some of the values and achievements so that rarer achievements are worth more, and so that they work a little more as intended. Here’s my new score card.

Ally Cards
I shamelessly stole this idea from someone else. I’m modifying it a little to suit my tastes. Here’s how they work in my game.

Actions
Allies do not have their own actions; each ally is attached to one of the players and is under his/her control. Whenever a PC takes a move action, that player’s attached ally can also do so. The PC can spend a minor action to activate one of the ally’s encounter or daily abilities. Allies do not make opportunity attacks or take any other actions on their own. Some allies have passive abilities; these do not require an action to take effect. When an ally uses an encounter or daily ability, no roll is required; however, an ally cannot deal damage automatically. Instead, any ally power that deals damage must do so as a result of a PC’s roll, effectively granting bonus damage to a PC’s attack.

Damage and Healing
Allies do not have hit points; instead, they have hit boxes. When an ally takes damage from any source, mark off a hit box. Like minions, allies do not take damage from a miss, but can take automatic damage from an aura or other effect. When all hit boxes are marked off, the ally is unconscious. If an unconscious ally takes damage, that ally dies. Allies do not make death saving throws while they are unconscious; they are automatically stable.

Whenever an ally benefits from a healing ability that allows that ally to spend a healing surge or heal as if a healing surge had been spent, that ally erases one marked off hit box. Allies do not, however, have healing surges. During a short rest, an ally can erase all marked off hit boxes.

Resistances and vulnerabilities do not apply to allies.

Sample Ally Cards

Healbots
One of my players plays a warlord, and is the only leader in the party. The paladin and warlock can both do some healing, but not much, and both have access to healing on a daily basis rather than an encounter basis. The warlord is often unavailable, and until recently I simply had another player run his character. That, however, slowed things down and was, in general, complicated and not as effective as it could be. I also tried creating a monster version of the warlord, Sredni, so that he’d be easier to run. This, too, left a bad taste in my mouth.

Then, I came across this post, which I’m going to shamelessly steal from (again). I’m modifying the healbot rules a little to give Sredni a little bit more autonomy, and so that the players still benefit from his passive abilities (warlords have awesome passive abilities). I’m also going to continue to have a player run him, but now there will be significantly less for that player to have to keep track of. I give you Sredni Vashtar, healbot:

Related posts:

  1. House Rules: True Names and Sympathetic Magic
  2. Allies in D&D
  3. Character Retcon
  4. Core Rulebooks
  5. My Saga playtest, and another rules update

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