Solonor House Rules

(for the Solonor Campaign) First let me say (possibly repeat myself) that the Solonor campaign is intended to move away from a "standard fantasy setting". As such, some races and classes simply aren't available. Likewise, expect to see some new sub-classes that take a noticeable step away from what already exists, and into a direction focuses on flavor, and possibly out of "perfect balance".

Dice Rolls
As a GM, I like to focus on the player characters. Along these lines, I handle some dice rolls a little differently.

Initiative
First, instead of using a d20 for initiative, I plan on using a d10. NPCs "take 5" on initiative rolls. This goes for the big bad guys as much as the fodder and friends. After all, I can always give a bad guy the “Improved Initiative” feat if I want to, and a high enough Dex to give him enough of a boost.

Spell Attacks
This is a little more complex of a concept, but works on the same principle as attack rolls. The “Spell DC” concept says that the save DC of a spell is equal to 8, plus proficiency bonus, plus Int modifier. Sometimes, instead of using this system, I’ll call for a “Spell Attack”. Instead of using a save DC, this is instead like rolling an attack where the bonuses to attack are the caster’s Int bonus and their proficiency bonus. The defender takes a 12 on their save. This just simply takes the roll out of the GMs hands and gives it to the player. Spell Attacks can crit (and fumble).

Active Defense
Much like Spell Attacks, Active Defense takes the roll from the GM and passes it to the player. Instead of the player effectively “taking 10” on their defense (standard rules), the GM takes 10 on their attack, and the player rolls to defend themselves. Active defenses can crit (handled as a fumble for the attacker), and fumble (handled as a crit for the attacker).

Karma
It’s tough being a good guy. However, the universe appreciates the help. When you do good things (including as a player), you are awarded “Karma”. Keep extra good notes for the party for the night, get a Karma point at the start of the next session. Save the small boy from the attacking dragon, get a Karma point. Bring chips and soda for the group, get a Karma point. Make a joke that has us all laughing for 5 minutes, get a Karma point. Bribe the GM with $20, check your priorities. If someone does something you think deserves Karma, bring it up. Don’t be afraid to sell yourself too. You can only have up to 4 Karma at any given time.

Karma can be spent in the following ways:


 * 1pt - Add +1 to a Roll
 * 2pt - Reroll a failed d20 roll
 * 4pt - A failed d20 roll succeeds (not a critical success however)

Variant Rules to be Used
There will be some rules variants that I intend to use. They are:
 * Feats: D&D Wiki Feats - Feats can be taken instead of an attribute increase.
 * Hit Points: Characters will get bonus hit points by race. When leveling, if your roll is less than average, take average (round up).
 * Use consumables as a bonus action - Instead of taking an action, consuming a potion is a bonus action. However, it takes an action to administer a potion to someone else.
 * Flanking: This is an optional rule for D&D 5E. Instead of the standard of getting Advantage, flanking will give +2 to hit per person flanking.
 * Hidden Death Saves: When you roll your Death Save (DC: 10) only the GM gets to see the results.
 * Long Travel: When traveling long distance, everyone rolls a d20. Highest roll gets to ask the lowest roll a question about their character.  Use this to add color and depth to your character.  Answers can't break canon, or add abilities.