House Rules
- Unless otherwise specified, we use whatever rule auto-populates in Beyond D&D or the rule from the 2024 Player's Handbook.
General
- Quick rulings! We'll make quick rulings for most rule disputes. Make a note of the questions for later, so we can get a proper ruling for future cases.
- Meta-combat. During combat, it's encouraged to use your turn to shout ideas to other characters. Otherwise, keep meta strategy to a minimum, both for time savings and immersion's sake.
- DM controls loot. To avoid double-counting, do not add or subtract gold or items from your inventory. The DM will do so with your oversight. Some valuable loot may be assigned a currency value and immediately liquidated. Others might need to be actively sold.
- Help requires proficiency. Can’t use the ‘help’ action if you aren’t proficient in the skill you are ‘helping’ with.
- Haggling on prices. You can only haggle is you're proficient in Persuasion.
Food and water
- 4-day Supply: Players are assumed to carry adequate food and water provisions for 4 days of adventuring unless they otherwise specify.
Time
- DM Discretion: Hours are advanced at DM's discretion. If a player wants to know what time it is or how much time has passed, they can consult a clock or roll a Nature or Survival check to determine the time.
- Calendar: Advancement of time longer than hours consumed by sleep or action will be stated expressly during any downtime.
In-character and out-of-character dialogue
- Eavesdropping: Unless they explicitly specify they are speaking out of game, players are assumed to be talking to each other in-game (and can therefore be heard by NPCs, will be advancing time, etc.) Out-of-character discussion (e.g., game mechanics will be magically heard as in-game speech by NPCs).
Character advancement
- Milestones: Advancement in this campaign will be by milestone, not XP--e.g., you will advance a level after a particular quest is completed.
Combat
- Private DM rolls: Player dice rolls are disclosed to all players and DM. DM rolls are private.
- Bonus-action potions. Potions may be self-administered with a bonus action.
- Flanking. We will not play with flanking rules for this campaign.
Exploration and Movement
- Pragmatic encumbrance. Abide by sensible carrying capacity considerations. No need to track. Just be pragmatic.
Spellcasting
- Spell scrolls for the masses. Any class may attempt to use a spell scroll. If the spell is not on your class list, you must pass a
DC 10+2x(Spell Level)
check using the higher of your spellcasting ability modifier, if relevant, or your intelligence. A spell that fizzles will consume the scroll. If the spell is on your class list and of a level you can normally cast, it triggers perfectly. If it is of a higher level than you can normally cast, you must pass aDC 10+(Spell Level)
check using your spellcasting ability modifier, else the spell fizzles. - Spellcasting will use standard V,S,M component requirements. Per 2024 PHB, spells that require material components do not consume them unless specified.
Vision Rules
- Objects that are illuminated outside the range of darkvision do not gain benefit of darkvision (e.g., dim light shining on something 90 ft. away still appears as dim light even with darkvision)
- A hunter's mark placed on an invisible creature can be seen despite invisibility
- NEW: A player with darkvision can use an action to communicate the whereabouts of monsters the player can see to a player they can see who lacks darkvision. This results in the player without darkvision either removing disadvantage to their attacks or removing advantager from their attacker, at the choice of the player with darkvision.
- NEW: A creature with darkvision in an area that is habitually dark can be given the stunned condition by a sudden flash of light.
- NEW: A player without darkvision may take the ready action to attack a monster who attacks the player in the dark, resulting in the player using a reaction to (counter-)attack without disadvantage.
Misc.
- Rope is 50ft. unless otherwise specified
- When awarded a magic item, you will receive placeholder item in your digital inventory until you figure out what the item does (in some cases you may use it without knowing what it does).
- When in wild shape, a druid can make language sounds from the language they speak regardless of the beast shape, and can communicate with animals of the same species.
- A player who has the ability to fly may grapple an opponent and lift them into the air using the standard grapple rules for carrying.
- Takes an action to draw a weapon from scabbard or backpack
- Tremorsense can be used when there is light soil on top of stone, so long as the player has access to adjacent bare stone
- NEW: Interrogating a monster using intimidation gives the interrogator 3 questions before the monster becomes too overwhelmed by terror to further answer accurately until a long rest.
Travel Rules
Any time traveling between towns, you need to consider...
- Mode: On foot? Snowshoes? Dogsled? Axe Beak?
- Terrain: Road? Tundra? Mountain?
- Pace: Slow (can stealth), Normal, Fast (Disadvantage on Perception)
These decisions will determine how many hours of travel are required, which will in turn determine the likelihood of encounters and weather changes as well as the necessity of rest.
- Every 2 hours of travel required 1d4 roll to determine encounters and weather
- If traveling off-road, short rests are required at certain intervals to avoid exhaustion (see table)
Method of Travel | % of Rd Map Time | Rd (mph) | Tundra (mph) | Mtn (mph) | Endur (h) | Carry/Hauling (lbs) |
---|---|---|---|---|---|---|
Axe Beak | 66% | 3 | 3 | 3 | 3 | 420/NA |
Dogsled, 6-7 dogs | 25% | 8 | 6 | 1 | 1 | 720/2160 |
Dogsled, 4-5 dogs | 33% | 6 | 4 | 1 | 1 | 720/1440 |
Dogsled, 2-3 dogs | 50% | 4 | 2 | 1 | 1 | 720/720 |
On foot, with snowshoes | 100% | 2 | 1 | 1/2 | 4 | NA |
On foot | 100% | 2 | 1/2 | 1/4 | 4 | NA |