House Rules

This is a list of all house rules employed in the game.

Combat
  1. Flanking an opponent conveys a small advantage as the foe must defend itself on opposite fronts. Consequently, attack rolls against the flanked target are made with a +1 bonus to hit. Note: This is distinct from using the Help ability, in which a combatant specifically distracts their opponent, allowing their teammates to attack with advantage.
Magic
  1. Abjuration magic is very limited in the world – in order to cast any, the caster must make a concentration check, DC 8 + spell level. This concentration check will not interrupt any existing effects that require concentration unless the spell being cast would normally end such effects. If the concentration check fails, the spell is not lost but the action is.
Death
  1. If a character dies, resurrection will always be an option – usually by finding a high-level cleric and paying them or going on a quest for it. If a player chooses not to bring back their character but instead start a new character, the new character will:
    1. Start at the same level as the lowest-level party member, with minimum experience for that level.
    2. Suffer some plot-related consequence, as determined by the DM.

House Rules

Sleeping Giants NickJVaccaro NickJVaccaro