How I Roll - My House and Table Rules

I figured I would post my house rules here, along with explanations for why I've made them rules. Reasons are in square brackets after the rules. Yes. I like my square brackets.

YMMV

Game Play

  • Wizards get d6 for hit points
    [I took this from Pathfinder and agree that wizards need to be more durable.]
  • Levels 1 and 2 get maximum hit points
    [It's way too easy to accidentally kill the characters when they're this low and kobolds get boring.]
  • Reroll 1s on hit point rolls
    [This is just sad when it happens.]
  • Leveling up can be done between games except for hit point rolls
    [Not that I don't trust my players to roll their hit points in the open. I just don't trust my players to roll their hit points where no one can see them.]
  • Spot and Listen are combined into a single Notice skill (WIS mod) and is cross class
    [I hate waste. I took the combined skill from Pathfinder and the cross class because it just makes sense that everyone is an adventurer and would have some situational awareness.]
  • Player dice rolls are done in the open
    [This is self explanatory. If you don't think so then you've never had cheaters at your table and I'm very happy for you.]
  • Critical hits are confirmed by another player
    [Again. Cheaters. And sharing the fun of seeing that crit roll.]
  • A second critical hit on confirmation does maximum damage
    [I use confirmed crits so doing another crit on the confirmation means the player did a spectacular job of turning their opponent into chum and should be rewarded.]
  • Rolling a 1 on any skill or attribute check must be disclosed
    [I know there's no such thing as a crit fail on a skill roll but I like to make the result embarrassing for the player.]
  • Rolling a 20 on any skill or attribute check is not an automatic success
    [Again, no crit on a skill roll but getting a 20 should be rewarded in flavor text.]
  • Critical fails will be embarrassing but will not have a substantial impact on the situation
    [This applies to combat. No broken weapons. No hitting another player. Nothing that will take them out of combat or cause them to be more vulnerable. I just don't like that ruling.]
  • Information passed to the players in private is theirs to disclose or not
    [I let the players play their characters. If they figure something out they can play it accordingly. I don't try to control that flow of information.]
  • It is assumed the characters know to eat, drink, care for mounts, make an appropriate camp, etc.
    [Let's be honest here. Characters would know to do these things. There's no reason to waste game time with the players describing them or punishing them for not saying them.]
  • Unless otherwise insinuated, hinted at, and/or outright told all inn rooms are safe for leaving possessions behind
    [I've had GMs who didn't have this rule. It's annoying as fsck. Part of paying for the room is the implied safety, unless it's explicit that there is no safety.]
  • PvP is allowed, non-lethal only. This includes stealing from other characters. Be prepared for player initiated consequences (aka “don’t be a jerk then get mad when you’re called on it”).
    [This is a group of people traveling together. Every group gets testy. So I let them act it out among themselves to resolve small differences. Smacking someone around is expected from a group that slays monsters. I have yet to have anyone do it, so giving them the option seems to remove the desire.]
  • Initiative is re-rolled at the top of every combat round
    [It takes a little longer but it means that no one is stuck with a bad roll and it also reflects the chaos of combat, in my opinion. Don't forget to roll for the opponents. I use one roll for all of them.]
  • Be prepared during combat. If you take too long you will take no action that round. This is subjective based on the GM’s discretion and previous player behavior
    [This is pointed at that player who's never ready when it's their round. They get a pass for the first couple of times then they get a countdown. And I will say they take no action then move on if they don't meet the deadline.]
  • The Identify spell takes 10 minutes and uses a gemstone of any kind worth at least 100gp
    [I got tired of always having to have pearls in treasure. I also found that useful magic items weren't being used because the players didn't know what they did. So I sped it up (10 minutes from an hour) and made the material component something they would always have.]
  • Clerics can use their Turn Undead ability as the Cure Light Wounds spell effect up to the maximum turn attempts per day
    [Turning is so rarely used that I feel the ability is wasted. As I've said I hate waste. So positive energy is positive energy. I think the newer editions have taken the same route.]

Table Etiquette
  • No electronics at the table unless approved, even if you’re not currently involved in game play
    [Pay attention, dammit. Exceptions are for electronic books and for those who have to be accessible for real life reasons.]
  • Character sheets must be printed or otherwise on paper
    [It's a pencil and paper game. Use them.]
  • A copy of the character sheet must be given to the GM
    • Codicil - the copy of the character sheet the GM has is considered current if the player is not available
      [This way I can refer to the character without having to ask the player. And I can look it over to make sure it isn't broken.]
  • No Monty Python or Critical Role references during game play. Before, during breaks, and after are just fine. Players breaking this rule will be punished.
    [This one seems arbitrary but I have reasons. 1 - Getting on a MP or CR riff means everyone jumps on it and we lose at least 10 minutes of game play. 2 - I'm sick of Monty Python (this one is arbitrary). 3 - This isn't Critical Role. Punishment happens at some random time in the future and is embarrassing to the player without impacting game play.]
  • If your character is not there then the player should not participate in the game play at hand (aka no metagaming). This shouldn’t have to be stated but it is.
    [Everyone does it. This is a reminder that when I ask "Are you there?" that they need to sit back and pretend they're not taking in what's going on.]
  • If you need a break, ask for one. Don’t wait for someone else to bring it up.
    [Some players don't want to interrupt. This is the reminder that everyone can ask for what they need.]

Think about your own house rules. Steal mine if you want. They're here. Figure out what you feel comfortable with and how you want your game to run. Print them off and hand them to everyone at Session Zero with a discussion of why they're rules. Adjust and adapt.

About that Monty Python/Critical Role thing. If you use it you'll get pushback when players first see it but then a surprising agreement when you say why it's there. They never think about how it eats into game time when it starts.

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