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Some Homebrew Rules I Have Been Pondering. Requesting Feedback.
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Hello! Thank you for taking a look.

  1. Roll Ability Scores down the line using 1d20. Add 10 to scores of 1-5. Subtract 10 from scores of 19 and 20

- This method ensures that players have access to the full range of AS modifiers while trending toward mid to higher Ability Scores.

  1. For every 6 points of Charisma at character generation add 1 Hit Die. Each humanoid Player Character or NPC has a single Hit Point. Each HP above the first is a loyal member of that character's cadre, ready to defend their leader.

- This rule ensures that your possibly very capable level 1 PC starts out with at least 2 Hit Points.

- Treating HP as followers allows the players to employ new outside the box tactics and for the Referee to impose new consequences on the PCs.

- This also provides an explanation for why healing generally becomes less effective as one levels up.

- Lastly, the Saving Throws make a bit more sense now as actual Weapons of Mass Destruction.

  1. Initiative is rolled by the Referee as evens (proceeding clockwise) or odds (proceeding counter-clockwise) with players taking their turns first. Each time an enemy is engaged, the Referee takes a turn for that enemy after the player ends their turn. When the turn order returns to the Referee, the Referee rolls for initiative and then takes turns for any enemies who were not engaged. Any PCs engaged by an enemy must then take their turns. Then the turn order returns to the first unengaged player and so on.

- This is just an easy way to mix up combat order without the book-keeping. Plus the party has to choose whether to prioritize single enemies or engage as many as possible.

So, what do you guys think? Cool ideas? Bad ideas?

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1 year ago