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joneirik:rpg:gm_5e_wygol_rules

House Rules

Darkness and Vision

Light Spell

Change to light-spell to keep torches and other light sources relevant through the game.

  • Change the light from 20 bright / 20 dim to 5 bright / 5 dim.
  • Make the spell use Concentration.

This change should make the spell useful and a good backup solution in dungeons, but not replace a torch or other light sources. While still work for apprentice wizards to sit study spell books, scribe scrolls, and look at porn mags in the middle of the night, and also letting them get to and back from the toilet in the middle of the night without lighting up entire rooms.

Darkvision

Changing Darkvision so it doesn't completely negate darkness for players.

  • All races with Darkvision 30, instead have Darkvision 10 (10 bright, 10 dim).

Spellcasting

Giving Paladin and Ranger access to some cantrips, since they're the only casting classes in the game without.

  • Paladin, level 1, choose 2 cantrips from the Cleric list.
  • Ranger, level 1, choose 2 cantrips from the Druid List.

If you want more cantrips then consider taking the Magic Initiate feat.

Identify / Magic Item

WIP

Ok so Identification system:

  • Identify spell will still work.
  • Experimentation will still work.
  • Meditation does not work.

This requires a bit of work on my part, but each item will have a few clues that can be found using various skills and languages.

  1. Language
  2. Knowledge
  3. History

So if you find a Flametongue sword (Longsword +1 +1d6 fire) it will work like this:

  1. The sword has runes down the blade, in Draconic: “Bahamut cleanse this world in fire”
  2. A knowledge Arcana check of dc11 reveals the +1 enchantment, dc 13 reveals the flametongue effect (?)
  3. A History check of DC 17, reveals that this bears similarities to a sword used by many heroes of the past, and especially in the troll-wars for its ability to kill them with fire.

Language

This is a simple language check, if you know or can read the language then you can understand what it says. What it says should be something like:

  • Name of the item
  • Activation word
  • A short tale of how the item came to be
  • A short tale hinting at how the item is used

Knowledge

This is a simple knowledge check, usually Arcana but can be any other knowledge check that fits the kind of enchantment on the item. During a short or long rest, you can spend 1 hour trying to learn about the item and roll an appropriate knowledge check. If you succeed you learn something about the item.

  • DC 10 +1 for each enchantment bonus
  • DC 10 +2 for each enchantment level of other effects
  • DC 20 +X for cursed effects

History

This is a simply knowledge check to see if you've heard any rumors or tales about the item or similar items that might be relevant. This check is easier on more well known and less on little known items. Thus it is usually better on legendary items and almost useless on common items. It won't help at all against items with only +X enchantments.

  • DC 30 -X, where X is the highest knowledge DC
  • Won't work at all on items with only +X enchantments
joneirik/rpg/gm_5e_wygol_rules.txt · Last modified: 2019/06/07 00:19 by 127.0.0.1