House Rules

  • Crit rules: We max out the first set of dice, then roll them again and add it together. This applies to your PCs and npcs. For example, you make a swing with a longsword and crit, you max out the die (d8 in this case) for 8 + 1d8 + str mod for your damage on the crit.
  • HP: We roll for HP, but take the average (as listed in the phb in your class section) if you roll below average.
  • Unsolicited Advice: Let’s try to limit the amount of unsolicited advice. If people ask for advice or help, that’s great, but otherwise, let’s let each other learn their class and the game on their own. No playing other characters turns for them or such. This includes letting them make their own mistakes at times. The intention here is not to stifle team-work and cooperation, but to help the new players have as much fun as possible.
  • Distractions: Try to keep the distractions “at the table” to a minimum. We all check our phones occasionally, but let’s try not to let it derail the moment at hand.
  • Rules talk: If a rules dispute can be settled quickly (a minute or less), we can discuss it, otherwise the DM has final say, and it can be discussed at length after the fact if anyone feels it is necessary.
  • Casters: You’ll have some leeway for about levels 1-3, but after that, we’re being sticklers for the prepared and known spells rules of your respective classes. This is also not meant to stifle fun, but rather to increase it. It should greatly help casters to not have so much to choose from on their turns.
  • Turns in general: Please pay attention, and plan your turns ahead of time when possible. Sure, events may change your plan, but let’s try to alleviate combat from taking 45 minutes a round.
  • Spell house rules: Hunter’s Mark is not concentration. That’s stupid. And it was discovered that Contagion was being used wrong, but we’re gonna keep using it that way. If you’re willing to get up next to a dragon to give it a kiss, more power to you.
  • Attendance: If you ever have to be late or can’t come, please let your DM know asap. Emergencies happen, we understand that, but if you know there will be a conflict, please let us know so we can either prepare accordingly or cancel the night ahead of time.
  • Multi-classing: If you wish, you may forgo the RAW for multi-classing, and use our homebrew rules. With this homebrew, you may only multiclass into 1 extra class. We have also removed the standard ASI’s from class level and have moved them to character level, meaning that at levels 4, 8, 12, 16, and 19, you will get your ASI regardless of any class levels. Classes with extra ASI’s will still only get those at the class level the class gets it (Fighter gets an extra ASI and 6 and 14th, and Rogue gets one at 10)