User:Guy/D&Don't Lite

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Here are some house rules that can be shoved into any 5e game without any major upset. This is a partial conversion to the full D&Don't ruleset.

Your "rank" is your proficiency bonus.

Rest

Short Rest

A short rest is complete if you perform only restful activity for at least 10 minutes and you consume enough food and water for a day. Completing a short rest fully restores hit points, but does not alleviate [injuries].

Long Rest

A long rest is complete after 10 hours of restful activity in a safe area. During this period it is assumed you find enough food, water, and sleep without needing to specifically deduct currency for it. If this safe area is in a town of decent size, at the end of a long rest you can also buy any common items at the standard cost and sell any common items (including common magic items) for half their standard value. You can expend 1 inspiration to either recover from one [injury] or undertake one (extra) "downtime activity" of your choosing. Finally, each of your empty carry slots is filled with a day’s ration if you want it to be.
 For campaigns with longer time scopes, running multiple in-game years, your narrator might have long rests take much longer—perhaps even a month, representing the real-life time between each game session.

Hindrance

If you would have disadvantage on an attack roll due to your own choice or action—such as attacking in a weapon’s long range, or making a ranged attack against an adjacent target—instead of suffering disadvantage your attack roll suffers “hindrance.” For any d20 roll with hindrance you don’t add your rank if you otherwise would, and if the roll has hindrance twice over it automatically fails regardless of the roll's result. Hindrance represents you being unable to use your skill or training effectively. It’s generally the same as using an improvised weapon.

Player-character statistics

Hit points

Your maximum hit points equal your rank times your Constitution score. Example: If you have 13 Constitution and you’re 2nd rank, you have 26 hit points.
 (This means low-rank characters have more hp than in source, and high-rank characters have less hp than in source. The CR system is still broken but combined with injuries this makes high-level encounters slightly more sane, at least in anecdotal experience.)
 If you have a source class and do not multi-class, you gain an extra 6 hit points per rank for barbarian, and an extra 3 hp per rank for fighter, ranger, or paladin.

Injury

If you are reduced to 0 hit points you do not lose consciousness nor make “death saving throws,” but instead you take an injury. While you remain at 0 hit points, you take another injury each time you would take damage again, and each time your turn would end at 0 hit points.
Injuries Hurt. For each injury you have, reduce all your d20 results by 1, and reduce all your save DCs by 1. If you ever have 10 injuries or more, you die outright.
Huge Damage.If you take a large amount of damage at once, for each 10 points of damage you go “past” 0 hit points, you suffer an additional injury. If you take so much damage that you go “past” 0 an amount equal to or greater than your full hit points, you die outright.
Stabilize. As an action, you can Stabilize yourself or an adjacent creature with a DC 10 Wisdom (Medicine) check, which on a success restores the target to 1 hit point if they have 0 hit points. On a failure your action is wasted, but there is otherwise no penalty for trying again.

Carry

If you're a Small or Medium humanoid, your carry limit equals your Strength score. Your carry limit is how many items you can carry comfortably without using your hands. Carrying in excess of this encumbers you “as normal.”
Tiny items. An item is too small to count against your carry limit if your character can conceal it completely in their fist. This includes common currency.
Huge items. If your character needs two hands to comfortably hold an item while running, it's too big to carry. You can still hold or lift it, though. Consequently, larger items might be more difficult to carry for smaller characters.
Containers. Assume any item comes with a bag, sheathe, or other container suitable to hold it on your person. Containers like these don’t count against your carry limit.
Worn items. Clothes and armor don’t count against your carry limit if they’re worn and you're proficient with them. Worn magic items, other than armor, always count against your carry limit.
Bundles. A "bundle" is a stack or container filled with common items of the same type, such as a bundle of arrows or a bundle of chalk. For your carry limit, your bundle counts as 1 item. You don't need to track the quantity in a bundle. Assume you always have enough supply in a bundle to use reasonably, and that your player-character is clever enough to resupply during a long rest. Your quiver always has enough arrows to shoot from a bow, for example, but your quiver isn't some magic container holding hundreds of arrows.

Combat

Aside from the differences listed below, combat is the same as in the source material.
Tip: You can chat outside of your turn, of course. That said, it’s impolite to talk over the narrator or another player while they’re trying to keep the flow going forward for everyone.
Tip: As a player, when it’s not your turn you should be planning ahead for what you will do when it’s your turn again. This help keeps the flow moving for everyone.
Tip: As a GM, during combat especially maintaining flow is of high importance. Try to emphasize how each action affects every player, and maintain a narrative link between turns. Example: “After the wind elemental sends Sam flying, it turns to you—Mirak—with an unearthly roar. Make your move.”

Turn Order

First Turn. The GM decides which creature goes first based on the circumstances of how combat begins. If it is unclear, every creature involved in the combat makes a Wisdom check, and the highest result goes first. Any effect that would affect "initiative" also affects this Wisdom check.
Subsequent Turns with ~3 or fewer player-characters. All players share the same turn; this means if a player acts first, all players act first. All antagonists share the same turn, too, and if one of them goes first, they all go first. Everyone on a "side" can go in any order they like, or even mix their turns together for teamwork shenanigans.
Subsequent Turns with ~4 or more player-characters. Combat turns go in order around the table (or if online in order of username or whatever), with the GM’s position being that of monsters or NPCs. For larger skirmishes (generally 4+ monsters), half the monsters go halfway through the round—at the point of the table opposite the GM. This order is kept until combat ends.

Two-Weapon Fighting

If you are wielding two weapons and they are both light, if you use the Attack action to attack one or more times with one weapon, as part of that same action you can make one extra attack with the weapon you didn’t use. You don’t add any ability modifier to the damage of this extra attack, unless that modifier is negative. This replaces the "bonus action" attack in source.

If you’re wielding two weapons that aren’t both light, you can attack with either like normal—you just don’t get an extra attack with them. Other benefits that apply to “wielding two weapons” still apply if you’re wielding two weapons, whether they’re light or not.

Great Weapon Fighting

If you're wielding a melee weapon in two hands with which you are proficient, before you make an attack during your turn with one you can gain either of the following benefits. Declare you are using a benefit before you attack. You can't gain either benefit if your attack roll has [hindrance], or has -5 on the attack roll due to a certain feat.

  • Wallop. Your attack roll is [hindered]. On a hit, add double your rank to the damage roll.
  • Cleave. Your attack roll is [hindered]. You can make an extra attack as part of this action, but this extra attack must be against another target adjacent to you and the target of your initial attack. The extra attack roll is hindered too.
  • Mount

    If you attempt to grapple a creature at least one size category larger than you, on a successful check you can mount it instead of grappling it. You enter its square and when it moves; you are carried with it. If maintaining hold of an unwilling mount, you need at least one free hand, just like a grapple. While a creature is mounted by you, your melee attack rolls against it have [advantage]. Any effect that knocks you [prone] or forces you to move from the creature dismounts you as well. This otherwise acts as the grappled condition, and a mounted creature can use its action to dismount you the same way it would use an action to break free of a grapple. Your movement across a mounted creature’s space counts as climbing, so generally you move at half speed.
     Controlling a willing mount is normally done with your Issue Command interaction. If the mount’s turn would otherwise be another point in the round, it is moved to be concurrent with your turn.

    Interaction

    On each of your turns if you are able to take actions you can take what is sometimes referred to in source as an “interaction.” Generally an interaction either issues a command to a creature, or manipulates an inanimate object. You can use your [action] or “bonus action” to use an interaction, too. Your GM may decide that other cool actions—like swinging from a chandelier or cutting a bridge's rope—are "only" an interaction.

    Manipulate Object

    You can't manipulate an object if it is attended by a non-friendly creature. Activating a magic item requires an action unless that magic item is destroyed upon using it. Possibilities include:

  • Drinking a potion
  • Applying a poison to a weapon
  • Deliberately activating a trap
  • Pulling a lever, opening a door, closing a window, etc.
  • You can always draw or sheathe a set of weapons as part of any action that uses them. You need not use an interaction for that. But if you want to switch weapon sets mid-turn, for example, that does require an interaction.

    Issue Command

    A trained animal loyal to you, a hireling, a loyal subordinate, a familiar, a creature you’ve summoned, or an animal companion nearby that can understand you moves and performs an action you specify. If by the end of your turn you have one of these creatures under your command and you haven’t issued a command to it, it will use its action to Dodge or sustain itself but otherwise will not hit with an attack or make a meaningful combat contribution (even if that creature believes it is helping).
     You can’t issue a command to a player-character. Any powerful or independent creature—generally including anything as powerful as you—has its own turn and won’t take your direct commands, but you can still use an interaction to Help such a creature if it is friendly and willing.

    Yes, You Always Haggle

    ...but you are or will be so rich that it's trifling to role-play through haggling most of the time. There is no need to spend an hour dragging the party through a debate over a few gold pieces unless that is what everyone wants. Real estate, black market goods, or a magic item should generally be the only personal transactions that afford a lot of time and effort.
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