Homebrew Rules
1. Faster paced gameplay
- During combat, both the attack dice and the damage dice are rolled together. If the attack misses, we ignore the damage dice.
- During combat, figure out what you will do on your turn BEFORE your turn. If the turn timer expires and you are not ready, you will be forced to take the Dodge action.
2. Faster Ability Checks During Combat
- Ability checks dont take up whole turn. Depending on the action and time required it could use a free action, bonus action, or standard action/attack action. Lock picking for instance takes a full action. Insight checks may only take a bonus action.
- Drinking a potion doesnt take a full action but instead a bonus action. If you have the Fast Hands ability of the Thief, potion drinking is a free action.
3. Travel
- Choose a location to travel to.
- Decide which path the group will take. Players can travel for 8 hours in a day. They can push beyond that at the risk of Exhaustion.
- Decide the group travel pace (dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground all are considered difficult terrain and travel may be at half-speed):
Fast Pace (-1 hours) - disadvantage on perception & navigation checks, no foraging
Normal Pace - no negative/positive effects
Slow Pace (+1 hour) - able to attempt stealth
- Group needs to make a Wisdom (Survival) check if off the road to ensure they don't get lost.
- If slow or normal pace, group can forage, read books, or study magical items.
4. Crafting
Anyone may attempt to craft with any tool. Crafting with a tool you are not proficient in grants you disadvantage in its use. A character can spend 2 hours of a Long Rest crafting. To craft:
- Choose the corresponding tool in your inventory to craft with
- Choose a project to craft from the tool crafting list or specify a custom item
- Pay the material costs or ensure you have enough materials to start
- Roll on the crafting table in the "activities" tab of your character sheet
5. Foraging
- A player can choose to search their current area for materials during sufficient downtime or travel. To do so, the player states the material they are searching for. Depending on material, a crafting tool may be required.
- Typically there will be a check with the tool used to aid in the search or collection of the material. The DM will then determine the amount of items found. Depending on the area, certain materials might not be available or less common.
- A player may also break down an item into half its value worth of material components.
6. Ignore Torch, Food/Drink, & Coin Weight Tracking
- Coin weight will be ignored.
- We will ignore the need for players to eat and drink and instead assume they naturally do this. Eating and drinking is more a social activity instead of a survival one. This may change in situations where players become lost in the woods or in intense travel/survival situations.
7. Rolling Stats
- To roll stats we will roll 4d6 and drop the lowest dice.
- This is done 6 times, one for each stat.
- If any stat is a 7 or lower, re-roll the 4d6.
- The player with the lowest overall rolls, gets the option to re-roll the entire set.
8. Alterations to Magic
- Magic functions a little different in this campaign.
- The Remove Curse spell does not function. It exists, but will not do anything while around Barovia.
- Most curses and ailments can instead be cured with Greater Restoration spell or equivalent, or via finding allies around the world with the ability to give aid.