Houserules
Rolling Criticals
If someone scores a crit, they get an automatic success BUT they can opt to roll again.
If the person rolling gets dice result that is within their crit range they recieve an +1x modifier.
If it is not within the crit range they do not recieve anything.
BUT if they roll a 1, their attack automatically misses.
Gaining Poker Chips
Deal 2 cards to every player. Then deal 5 cards to the 'river'
Open 3 from the river. Give players a chance to change their 2 cards for another two; following initiative order.
Royal Flush - 5 Chips
Straight Flush - 5 Chips
Four of a Kind - 4 Chips
Full House - 4 Chips
Straight - 3 Chips
Three of a Kind - 2 Chips
Two Pair - 2 Chips
Pair - 1 Chip
High Card - 1 Chip (Highest card amongst players)
Jokers are wild cards, can be used to represent any cards needed to complete any combinations above.
Using Poker Chips
- Trade 3 Chips to add +20 to any result before a roll,+10 after.
- Trade 2 Chips to add +10 to any result before a roll,+5 after.
- Trade 2 Chips to cheat death. GM dictates the condition you're now in.
- Trade 1 Chip to add a d20 roll to any roll, even after it has been rolled.
- Trade 1 Chip to gain 1/4 of total HP and +2 to AC
- Trade 1 Chip to reroll any d20 die, even after it has been rolled.
- Trade 1 Chip for 'inspiration', ask GM for a hint about what to do next.
- Trade 1 more chip than enemy to prevent their use of a chip.
Initiative
While we will still use Initiative for many things, most of the times I will call players on who attacks first depending on whats most appropriate.
0 responses to “Houserules”