While it is true that my expansive Experience Point rules do drive some game play, I have other rules that impact it, as well.
This incomplete excerpt addresses things that may happen during a session. I've tried to source them all, but even that is incomplete. If you know the original source of an idea, please let me know.
Big d30 – once per session per player, that player can choose to roll a d30 instead of the regular die for an attack, damage, saving throw, skill check, spell ability, or anything else a player can make a sound argument for.
Cascading Damage Dice – PC, opponent, and trap damage
can all cascade. A weapon dealing 1d6 rolls a 6, the die is rolled again
and keeps getting rolled until a non-6 appears. Then all the rolls are
added together for the final number. As such, critical hits are not
doubled damage, but rather twice the dice thrown. Other effects may cascade,
if you can convince the DM to allow it.
Death Saves - These are rolled, and kept hidden,
by the DM.
Divine Intervention – a PC of any level can call out to their
patron deity for relief and succor. On a 20, the deity (or divine
messenger) appears to answer that call. Annoying deities with trivial
matters is unwise; unwise or not, the deity will demand a specific service or
sacrifice in return for its assistance. It would be most unwise to not
attend to that service with speed and efficiency. Particularly pious or
powerful callers may roll at advantage, and impious callers roll at
disadvantage. Calling out for help from deities that are not your patron
(especially for Clerics and Paladins) is both unwise and foolhardy.
Downtime - prime adventuring season (like campaigning
for war) is typically Spring, Summer, and Fall. Winters in the Great North are too difficult
for much, so are best spent indoors, making the Winter a grand time for crafting,
researching, and the like.
Encumbrance – it matters; use the illustrated handouts (PLEASE tell me who made these - they are awesome!) - it seems these all stem from someone named Takodo.
Failing Forward - you still accomplish whatever the die roll was for, but it comes with a cost. The more you miss the DC by, the greater the cost (think broken gear, alarms sounding, whatever the DM cooks up). That said, a natural 1 always fails and is always amusing for the DM bad.
Falling Damage – Falling is bad. 1d6
cumulative per 10’ fallen; 10’ = 1d6, 20’ = 1d6+2d6, 30’ = 1d6+2d6+3d6, etc. so
a 60’ fall is 21d6. Cascading dice work here, too, so don't fall.
Flashback – players may spend a point of Inspiration
to explain something they did in the past that wasn’t mentioned, as long as it
is feasible and reasonable. For example, if the party finds themselves
fighting werewolves, the Fighter can Flashback to when they bought a silvered
sword in town ‘on a hunch.’ (from Blades in the Dark)
Fleeting Luck – The PC’s each get a Fleeting Luck
Point at the beginning of the session. If player rolls a Natural 20 or does
something cool (DM discretion) then they get another point. If any of the players roll a
Natural 1 then ALL of the players lose all of their Fleeting Luck. Fleeting
Luck tokens can be spent as Inspiration or Advantage. (from DCC)
I Know a Guy… - In any situation (where it makes
sense), a PC can declare “I know a guy,” and then quickly sketch that NPC &
the relationship. Fewer details are usually better - that leaves room for the
DM & PCs to play. Upon declaration, the NPC exists. Then, when the PCs try
to interact with the NPC, the player who created that NPC makes a Charisma roll
to see how the NPC reacts. Depending upon the situation, the DM may decide
advantage/disadvantage applies. (from “I know a
guy” house rule | Sage Advice D&D)
Living Expenses - At the beginning of each session all
PCs - even those whose players are not present - will be assessed living
expenses for themselves and their henchmen, at 1% of their XP in gold pieces,
minimum 1gp. (Jeff’s Gameblog)
Magic Items, Buying – auctions, commissioning,
working through a broker, and trading with others is the best way to gain
items. Note that unless a PC personally crafts an item, it will almost
inevitably have a drawback of some sort.
Magic Items, Crafting – crafting items is the purview
of wizards, clerics, and druids. Other classes lack the training and
background to bind their magic into items. See the DM about all that is needed
to craft any specific item.
Magic Items, General - presume that all magic items have a cost to use beyond attunement. Magic is dangerous - like radiation or stupidity.
Silver Standard – After initial PC gear purchases, prices haven’t changed, but most coins seen are now silver. 10cp = 1 sp; 10sp = 1gp.
Shenanigans - anything PCs can do, NPCs can do -
often better. If the players are good with nonsense being done unto their
PCs, I will probably allow the PCs to perform such nonsense. Things such
as creating water in lungs to cause drowning, or an instant kill on a sleeping
or incapacitated target, among others. DM verifies PC actions with 'are you certain...'
Splintered Shields – any time you take damage, you
can opt instead to say your shield absorbed the force of the blow. The shield
is shattered and must be discarded, but you don't take any damage from that
hit. Magical shields permanently lose a + each time used this way, before
finally needing to be discarded. (from Trollsmyth:
Shields Shall be Splintered!)
Morale – The only beings that do not make morale checks in combat are PCs. The morale score of a retainer is based on the Charisma score of the player hiring him (or her). Retainers must check morale after each adventure; If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. Beings that fail morale checks may surrender or retreat from battle. (from Moldvay Basic, 1981, B27)
Overloaded Encounter Die – random encounters happen;
this DM uses a d6 every turn with these results (from Overloading
the encounter die | Necropraxis):
1 |
Encounter |
2 |
Spoor or Sign or Clue |
3 |
Locality-specific |
4 |
PC must rest |
5 |
Torch (or candle) goes out |
6 |
Lantern goes out |
Reaction Rolls – (from Moldvay Basic, 1981, B24) - The first decision a party must make in an encounter is whether to fight, talk, run, or wait to see what the monster will do.
2d6 |
Monster Reaction |
2 |
Immediate attack |
3-5 |
Hostile, possible attack |
6-8 |
Uncertain, monster confused |
9-11 |
No attack, monster leaves or considers offer |
12 |
Enthusiastic friendship |
The CLICK! Rule - in that moment between when a trap is triggered and when it goes off, you ask the player “what do you do?” You don’t tell them anything about what’s going on around them except that they triggered something. They caught a trip wire. They stepped on a pressure plate. Or the lid of the treasure chest caught for a moment and then clicked free. And then you say “what do you do?”
Now, take their answer, whatever it is, and figure out
whether it would actually help them avoid the trap in a remarkable way OR if it
would make them less likely to avoid the trap OR if it would have no effect at
all. If it was an exceptionally GOOD reaction, give them a bonus to avoid the
trap. If it was an exceptionally BAD reaction, give them a penalty to avoid the
trap. And if it’s a normal response that really isn’t anything special, just
let them roll normally. (from Traps
Suck | The Angry GM)
Under Pressure - At the start of combat, the DM may
roll a d4. In that many rounds, something (usually something bad) will
happen.
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