This document provides a summary of house rules for a Dark Sun campaign. It describes modifications to ability score generation, inspiration points, proficiency checks, feats, equipment sizes, and experience points. Magic items require identification, all characters gain a weak psionic power, and the document references variant rules for encumbrance, fear and horror, hitting cover, and hit point generation per level.
This document provides a summary of house rules for a Dark Sun campaign. It describes modifications to ability score generation, inspiration points, proficiency checks, feats, equipment sizes, and experience points. Magic items require identification, all characters gain a weak psionic power, and the document references variant rules for encumbrance, fear and horror, hitting cover, and hit point generation per level.
This document provides a summary of house rules for a Dark Sun campaign. It describes modifications to ability score generation, inspiration points, proficiency checks, feats, equipment sizes, and experience points. Magic items require identification, all characters gain a weak psionic power, and the document references variant rules for encumbrance, fear and horror, hitting cover, and hit point generation per level.
This document provides a summary of house rules for a Dark Sun campaign. It describes modifications to ability score generation, inspiration points, proficiency checks, feats, equipment sizes, and experience points. Magic items require identification, all characters gain a weak psionic power, and the document references variant rules for encumbrance, fear and horror, hitting cover, and hit point generation per level.
This chapter describes the mechanical aspects of the
game, from Players Handbook character creation options MAGIC ITEM IDENTIFICATION to Dungeon Master Guide Variant Rules. As explained in DMG:136, any magic or psionic item need to be analyzed by an Identify Spell or similar method to be revealed all its characteristics, like activation method, ABILITY SCORES charges, limitations, curses, etc. Roll 4D6 six times, discard the dice with lower result on each roll. Assign each result to your abilities as you see fit. If the sum of all ability scores is below 75 roll again. WILD TALENTS All player character will roll on the table Wild Talents to receive one weak and untrained psionic power. INSPIRATION All characters have a pool of up to 3 Inspiration Points. When you spend one Inspiration point, you may choose ENCUMBRANCE to gain advantage on a roll of your character or an ally As described in PHB:176 that you can see and hear.
If one or more character spends together at least 3 EQUIPMENT SIZES
Inspiration Points, they may require the GM a beneficial As described in PHB:145 event change in the immediate story, like find the right merchant to sell rare items, or to be found by some FEAR & HORROR traveller with water to spare. As described in DMG:266 Inspiration Points are recovered with good roleplaying of their backgrounds (personality, bonds, flaws, ideals) at FEATS the end of each game session. As described in PHB:165
PROFICIENCY CHECK VARIANT
HITTING COVER When using a skill to perform an action related in some meaningful way with your background, your character As described in DMG:272. may have advantage on the check.
SKILLS WITH DIFFERENT ABILITIES
As explained on PHB:175, the GM may require that a skill be associated with a different ability score for a specific action.
HIT POINT PER LEVEL
When a character reaches a new level and must roll for additional hit points, he or she may choose to reroll the undesired result. However, doing so reduces the next roll in an accumulative -1. Thus, a second roll of a fighter hit dice would be 1D10-1; a third hit dice roll would be 1D10- 2, and so forth. All characters gain at least 1 hit point per level.
EXPERIENCE POINTS AND LEVELING
Player characters will level up when they reach a GM- predetermined milestone in the campaign. There will be no XP rewards from encounters.