HouseRules - kostchei/Footfall_Players GitHub Wiki

Table of Contents


1. Spellcasting Can Be Interrupted

Casting a spell with somatic components provokes attacks of opportunity.

  • If a spellcaster is hit during casting, they must make a concentration check or lose the spell.
  • This doesn’t expend the spell slot unless the spell is actually cast.
  • You can also choose to "hold" an attack until a spell is cast, which might cause the spellcaster to lose concentration.

2. 4d6 with Buy-Point Floor

Instead of just using the buy-point method for ability scores, we could set a floor using 4d6 rolls. Here’s how it would work:

Buy-Point Allocation: get 27 points

Score Points
3 -2
6 -1
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9

Roll 4d6: You can choose to assign these rolls randomly to your stats or prioritize them based on the order you allocated your points.


3. Hero Classes and Races

We have a wide array of classes and races to choose from, including some non-traditional options. Adding classes from Lord of the Rings and Rokugan to expand the non-spellcasting options.

Classes:

  • Barbarian (Paths of the Berserker, Juggernaut, Slayer/Foehammer, Slayer/Rider)
  • Courtier (Diplomat, Investigator)
  • Fighter (Battle Master, Banneret, Cavalier, Champion, Scofflaw, Sharpshooter)
  • Rogue (Assassin, Inquisitive, Mastermind, Scout, Swashbuckler, Thief, Treasure Hunter/Agent, Treasure Hunter/Burglar)
  • Scholar (School of Lore, School of Healing)
  • Captain (Thane, Chieftain)
  • Wanderer (Hunter of Beasts, Hunter of Shadows)
  • Warden (Bounder, Counsellor, Herald or Messenger)

Races:

  • Human, Dwarf, Halfling, Orc
  • Legacy races: Aarakocra, Beornings, etc.

Additional Options:

  • Swap class abilities for non-magical features from other classes (e.g., a Berserker Barbarian could swap "Danger Sense" for "Jack of All Trades" from the Bard class).

4. Legacy

Every character gets a legacy, often an item that grows with them. You can also choose an inheritance, standing, or a henchman.

Items

  • Weapons
  • Armour
  • Wonderous items

These follow a format:

  • Each +1 to hit is equivalent to a proficiency bonus:
    • +2 = common
    • +3 = uncommon
    • +4 = rare
    • +5 = very rare
    • +6 = legendary

These items require attunement, have quirks, and can have intelligence, ego, etc.

Non-standard species: Aarakocra, Beornings, etc.

Legacy feats as additional origin feats—e.g., starting with Magic Initiate (Warlock) or Elven Accuracy. All normal requirements apply, but you do get an extra feat.

Renown: These legacies mark the character as unusual and will result in a Renown score. How often the effects come into play will increase that renown.


5. Inheritance or Standing

  • Perhaps you are the one who will bring balance to the 4 elements, draw the sword from the stone, end the line of red dragons, renew the Great Empire, or are the “spare” prince to the throne of Furyondy.
  • These things come with renown, expectations, resources, and complications.

6. Henchmen, Follower, Servant, Pet, or Mount

You could use legacy to get one of these. At first level, they would be in the background.

Progression:

  • 1st level: Hawk, dog, commoner, riding horse, pony, sherpa
  • 2nd level: Guard, scout, soldier, warhorse
  • 3rd level: Acolyte, sage, guide, hermit, minstrel (i.e., magic initiate, healer, musician)
  • 4th level: Expert, warrior, spellcaster (per Tasha’s), unusual mount (CR 2+ of lv/2, levels up at -3)

For those who cannot decide: roll a table (1–100).


7. Renown Option

Renown quantifies your character’s reputation in society or within an organization. It affects how others see you and can influence your abilities.

Renown Progression:

  • For each Renown score after their first, gain is halved, quartered, etc.
  • Legacy races/feats: Base Renown score of 4.
  • Spellcasters: Renown = spellcasting level x2 + highest spell level cast.
  • Paladins: Progresses as per multiclass spellcasting level (i.e., half).
  • Organizational Renown: Not capped by level (e.g., Greyhawk Wizards Guild).

8. Traits — Virtue, Vice, Passion Option

Introduce Pendragon-style traits for your character.

List of Pendragon Traits

Virtue Vice
Chaste Lustful
Energetic Lazy
Forgiving Vengeful
Generous Selfish
Honest Deceitful
Just Arbitrary
Merciful Cruel
Modest Proud
Pious Worldly
Prudent Reckless
Temperate Indulgent
Trusting Suspicious
Valorous Cowardly

Divine Spellcasters:

  • Must have at least one divine trait aligning with their god/ethos.
  • Can have up to five traits (grants passive divine bonuses).

Non-Divine Characters:

  • Optional traits for roleplaying depth.

9. Setting and Seasonal Themes Option

Settings:

Theme Primary Antagonists
Cosmic Horror Aboleth, Far Realm entities, Mind Flayers
Underdark Lolth, Drow, spiders
Elemental Evil* Zuggtmoy, Tharizdun, fungal threats
Celestial Conflict* The Blood War, devils, demons, celestials
Chromatic Dragons* Tiamat, Ancient Empire, Dragonborn, kobolds
Undeath Vampires, ghouls, Vecna

Seasonal Themes:
Each season could focus on a different antagonist (e.g., Cosmic Horror, Underdark).


10. Bastions

From 5th level onwards, each game session grants you a bastion turn, allowing you to build or enhance a stronghold or base of operations.


11. Levelling

  • Expedited levelling: Gain a level per session attended, up to 9th level.
  • Never-ending XP system for levels 21–40.

12. Nature of Magic Option

Magic is rare and misunderstood:

  • Only 1% of the population belongs to adventuring classes.
  • 90% of those are non-spellcasters.

13. Possible for Multiple DMs Option

Allow multiple DMs to run different story arcs or seasons, each focusing on a different antagonist or theme.