This can allow for more freedom for players to cast spells outside of the spell description.
But the risk is taking stacks of Maimed or going mad.
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#
House Rule Name
Class
Description
Notes
Source
1
Combat: No Called Shots
Realism
No called shots to increase damage, unless it really makes sense. You cannot say you are always swinging for the creatures head. This is assumed. Combat is complex, creatures in combat are almost always trying to kill you in the most effective way possible to survive.
Rule of Cool.
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2
Critical Hits: Improved Damage - Remarkable (20 x 2)
Buff
When a critical weapon or spell critical hit occurs: Roll another d20. If double natural 20s on occur. Damage is increased by x4 of the critical damage.
The gods smile on you.
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3
Critical Hits: Improved Damage - World-shaking (20 x 3)
Buff
When a critical weapon or spell attack occurs: Roll a d20 again, if a natural 20 occurs again, roll ANOTHER d20. If another natural 20 occurs (x3 d20 rolls on the attack roll): Damage is increased by x8 of the critical damage.
The gods have taken notice of you.
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3
Massive Damage: Maimed
Realism
Massive Damage!! When taking over 50% of your Max Vitality, of a damage roll in a single hit of your total Vitality you MUST make a DC 15 Fortitude. Upon failure you take ONE stack of Maimed.
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#
House Rule Name
Class
Description
Notes
Source
#
House Rule Name
Class
Description
Notes
Source
1
Nat 1 Defensive Rolls → Auto Fail
Nerf
When rolling a Defensive Roll, a natural 1 always fails, against a fixed DC.
Allows for more failure.
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2
Nat 1 Skill Roll → Auto Fail
Nerf
When rolling a skill roll, a natural 1 always fails against a Fixed DC.
Allows for more failure.
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4
Nat 20 Skill Roll → Auto Success
Buff
When rolling a Skill Roll, a natural 1 on the Main Roll always fails against a Fixed DC.
Allows for more success.
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5
Skill Roll Re-rolling
Balance
Body derived skills can typically be re-rolled.
While Mind and Soul skills cannot.
Up to DM discretion
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#
House Rule Name
Class
Description
Notes
Source
#
House Rule Name
Class
Description
Notes
Source
1
Magical Tatoos
Buff
Wizards can have spells permanently tattooed onto their bodies using a rare, magical bending ink. This process requires a skilled tattooist who is also a bender, making it both costly and time-consuming—three times the price and duration of inscribing a spell into a spellbook. Powerful wizards often choose this method to display their prowess, as the number and intricacy of their tattoos signal their magical strength. Tattoos offer a secure alternative to spellbooks, which can be stolen or lost. However, accessing spells tattooed on hard-to-see areas, such as the back, typically requires a mirror or two for the wizard to view the inscription. This practice is particularly prevalent in Zin, where "branding" oneself with magical tattoos is a cultural norm.
Rule of Cool.
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