House Rules

Below is a collection of the House Rules used within Games that I run.


Stats

Health
When rolling for health on a level up, you may roll or take the average. If you roll a 1 or a 2 you can always reroll. When given a re-roll, you may decide to take the average instead of rerolling.


Time and Resting

Outside of dungeons, a Long Rest is a week (5 Days) and a short rest is 8 Hours. Inside dungeons or in other locations the DM determines to apply, Long Rests shorten to 8 Hours and Short Rests become 1 hour. If reduced to 0 hit points and a lasting injury is sustained, it is not removed after completing a shorter duration Long Rest and can only be resolved after taking a week long Long Rest. Additionally, Long Rests and Short Rests cannot be taken in the Wilderness outside of a Haven, where a Haven is any location the party is safe from being ambushed — Shallow Caves, Towns, Forts, Shrines, etc — and meets the requirements of providing Shelter, Warmth, Security, and Comfort. Locations where a night watch requires multiple people does not meet the security requirement.


Equipment

Carry Capacity
Carry capacity is tracked via a simplified system, the " Is this Reasonable™ " method. If it is reasonable, you're fine. If it is unreasonable, you are encumbered or unable to carry it depending on how far past reasonable it is. Bulky items, such as chests or barrels, are tracked as normal and limited to your no more than your strength modifier.


Supplies
Spells components with a gold cost are not required to cast spells, however you must have the gold amount on you to use as a replacement. The gold dissapears as would the expended spell component. You may use the component as normal if you wish.

Supplies and Ammo are tracked as normal. In towns, it is assumed player characters stop to resupply right before leaving unless leaving hastily, just keep track of the gold cost and supplies/rations had. When leaving town, 10GP gets you 10 Days of Rations and restocks your other supplies of their standard variant items(Water Skins, Component Pouches, quivers).


Equipping Items
In terms of equipping items, the following are the "slots" items can be worn in depending on the type of item:

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Slot Item Examples
Helm/Head Helmets, Masks, Glasses
Neck Necklaces, Amulets
Cloak Cloaks, Capes
Back Backpacks, Bags, Sheaths, Quivers
Armor Armor
Clothing Clothes, Warm Weather Wear, Cold Weather Wear
Arm(s) Bracers, Wrist Mounted Weapons, Falconry Equipment
Ring (R) Rings
Ring (L) Rings
Hands (Worn) Gauntlets, Gloves
Hands (Wielded) Weapons, Tools, Shields
Waist Belts, Bandoliers, Bags, Quivers, Weapon Sheaths
Feet Boots, Greaves
Special Item Dependent
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Potions
Potions are utilized mainly via consuming them through a bonus action. Using them in this way grants the traditional roll for the result. If you instead drink the potion via an action, you gain the maximum result possible.


Languages

Languages are dived more in depth on their own pages, or within the Societies of the Aether page. The language families and the languages that comprise them are listed below. Some languages are not listed, and those languages are considered are unfamiliar to everyone except some scholars due to them being ancient and being not known as spoken among any populations.


Note

* = Language/Family is Unfamiliar to anyone who doesn't speak a language within the same family
+ = Language/Family is Rare and Incredibly Unfamiliar to anyone who doesn't explicitly speak the language, but the language is still spoken.

Languages with a continental name within them—Fresulian, Ignaldan (Thandian), etc—are unfamiliar to individuals not from that continent.


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Languages also have various stages of knowledge, starting at Non-proficiency and moving upward through fluency. All of the languages a character learns from their Background or Cultural Upbringing are considered Fluent. Languages selected from having a higher intelligence scores are considered Intermediate in proficiency.


Language Familiarity is a classification that describes how easy it is for a character to learn a language, and can be either Familiar, Standard, or Unfamiliar. All Languages are considered Standard in Familiarity to characters unless other situations apply, such as a language being uncommonly spoken or being ancient. Languages within the same family as other languages that a character speaks are considered familiar, with "Rare" languages in said family—those ancient or uncommonly spoken ones—becoming Standard in Familiarity. Familiar Languages take 1/2 the time studying to progress to a new level of familiarity, while unfamiliar languages take 2x as long.

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Language Fluency Meaning Standard Familiarity Time to Learn
Non-Proficient Cannot speak the language, although can know basic phrases and words such as "Hello", "Thanks", or simple yes/no questions 1 Hour
Beginning Can use simple present tense phrases about common subjects with a limited vocabulary. You are unable to read. 40 Hours
Intermediate Can use longer phrases and are comfortable with multiple tenses. May struggle when others speak quickly and still have a prominent accent as well as semi-frequent errors in speech. You are able to piece general ideas from written text, but often miss nuance and subtext. 200 Hours
Advanced Can pass as fluent outside of specialized Jargon, Slang, or turns of phrase. Accent is minimal and errors are subtle if at all present, You are able to read common texts without error, but may struggle with academic texts. 1000 Hours
Fluent Native Speaker or not noticeably different from such. 2000 Hours

Not Knowing a language to fluency does not prevent you from being able to communicate with someone, it just makes it more difficult and increases the likelihood of a misunderstanding occuring.



Downtime



Prestige

Prestige is a marker of how well known characters are within the world, and not only does a Party have a Prestige, each character within the party also has their own prestige. Higher prestige allows you to wield your renown to your advantage and receive favors from NPCs, audiences with Nobles, or secure passage on filled out vessels and caravans. It can be increased by completing quests and committing good deeds, obtaining strongholds and forming businesses, or my felling great monsters. The types of favors one is able to get another character to do for them is effected by their prestige and how well that NPC knows them.

Each character starts with a prestige of 1, increasing by 1 at 5th, 11th, and 17th levels.

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Prestige Rating Known Across Can Obtain Audience With Notoriety
0 Unknown Nobody The character is viewed with disdain, as a buffoon or pariah. People do not take them seriously.
1 Local Shopkeep The character is relatively unknown, but some local folks may know them.
2 Village Guard Captain The character has done a few noteworthy things, but most people don’t know them or assume they won’t do anything else interesting.
3 Town Mayor The character has become known across town, or across a district of a city.
4 City Minor Noble The character is known across an entire city, or a single town plus its immediate environs.
5 Region Noble The character has distinguished themself across the region, and most influential people know about their actions and talents.
6 Country Powerful Noble The character is known all across the land. People pay close attention to them, either viewing them as a powerful ally or a dangerous enemy.
7 Continent Monarch The character is well known by those in more than one country. Monarchs and important rulers typically have this level of Prestige.
8 Creation's Rest Emperor The character is one of the most famous people in the world, known well to monarchs and powerful figures. A lot of resources are devoted to either helping them out or taking them down.
9 Creation's Rest Yolliteopilli, Children of Divine Souls The character is known not just to beings on this world, but but have been noticed by the lowest of the gods.
10 The Mooring Pianimeh, Usurpers of the Machine The character is known not just across the world, but the Worshipped Pantheon has taken notice of them.
11 The Mooring Tonalteotlcah, Claimants of the Stellar Throne When the character seeks the audience of powerful beings such as the Slumbering Ancients they are answered.
12 Aether Tonalteotlcah, Claimants of the Stellar Throne When the character seeks the audience of powerful beings such as the Slumbering Ancients they are answered timely.
13+ Aether Universe's Physical Embodiment This character has caught the eye of the Universe itself, and it observes their experiences with some interest.

I Know a Guy
Under prestige also falls the "I Know a Guy" rule. While not always applicable due to player backstory or the current location a campaign has moved to, if the party is stuck a player can say that "They Know a guy", and describe to the DM who they know and how they know them. Through this, their argument as to how they know a guy is judged by the DM and if reasonable, the DM can confirm if they do know a guy. A player who claims to know a guy typically has not interacted with said character in some time, and as such they may demand a favor for their help or may not even be friendly to them anymore (determined via straight charisma check).



Combat

Initiative
A Natural 20 on an Initiative roll allows you to choose in the initiative order where you go relative to your party members.


Flanking
Flanking within games I run is adding your proficiency an additional time to your attack roll, allowing it to scale with player level and allowing other sources of advantage to remain valuable.


Massive Damage
Massive Damage causes 3 levels of exhaustion and triggers a lingering injury rather than instant death on failure of the Con Save. This exhaustion can only be removed via long rest at a Haven or safe location.


Ammo
Ammo is assumed to be gathered off the ground at the end of each fight unless you dictate doing something else first; magic ammo loses its magic properties and any ammo that a Natural 1 was rolled on is considered broken and unstable, but everything else can be re-added to your inventory as its non-magical base at the end of combat.


Exhaustion
Any exhaustion gained during an encounter does not take effect until after that encounter has concluded (Adrenaline from fights and all that).


Lingering Injuries
Lingering injuries occur when you are knocked to 0 Hit Points in a combat, are dealt damage while unconscious, or receive massive damage. Linguring Injuries can only be recovered by spending considerable time in a Haven recovering or by being healed by higher level healing spells such as Regenerate or Greater Restoration (depending on injury).


Etiquette

  • D&D is a team sport. If your character doesn't want to be part of a team, roll one who does. Additionally, respect the time the the DM puts into the game outside of session as much as possible.
  • Cheating, lying to the Dungeon Master, arguing with a ruling excessively, or promoting an unhealthy atmosphere isn't cool. Don't do it
  • If the Dungeon master makes a ruling you see as wrong, ask the dedicated rule checker at the table to verify the ruling wasn't against pre-written rules or discuss it with the DM after the fact. Making a fit of it in the moment isn't cool, as everyone can make mistakes.
  • Doing other activities while it is not your turn in combat is okay, just ensure that it is not audible and distracting others and that you remain with some attention on the combat so that you may quickly take your turn when it comes again.
  • Avoid negative meta-gaming as much as possible