# House Rules Compendium
## Combat
- **Crit Insurance**: Max damage + roll + modifier (if applicable).
- **Example**: `6 + 1d6 + DEX modifier`.
- **Round Timing**: Each round lasts **6 seconds**.
- **Strategy discussions occur in real time** and may be overheard by enemies.
## Gameplay Mechanics
- **Inspiration Points**: Maximum of **1 point** at a time—use them when you can.
- **Critical Skill Checks**:
- **Natural 20s** result in the **best available outcome** for the scenario.
- **Critical Failures (Nat 1s)**:
- **Acrobatics**: You may fall and take damage.
- **Attack Roll**: You might hit someone nearby or have a spell misfire.
- **Sleight of Hand**: Failing to pickpocket may provoke an attack.
- **Persuasion**: The NPC may refuse to be persuaded for the rest of the encounter.
- **HP Rolling**: Always **roll for hit points** upon level up.
- **Help action requires skill proficiency**.
## Vision
- **Darkvision** gives **dim light vision**.
- **Truesight** is the only thing that grants **perfect vision in the dark**.
- **Dim light vision imposes Disadvantage** on rolls past half your vision range.
- **Example**: `60ft Darkvision = Disadvantage past 30ft`.
## Spell Rules
- **Counterspell (PHB p.24)**:
- For every spell slot **above 3rd**, add `+1` to your **Spell Save DC**.
## Resting
### Short Rest
- **Duration**: **10 minutes**.
- Can **use items**.
- Recover **only half** of your hit dice.
- **No recovery** of spell slots or hit dice.
- **Special abilities that recover on a short rest do not recover**.
- Spells that give the benefits of a short rest, give the original short rest bonus.
### Long Rest
- **Duration**: **6 hours**, with **two 3-hour watches**.
- Can **use items, manage spellbooks, etc.**
- **Special abilities that recover on a short rest now recover on a long rest**.
- Recover **half** of your spell slots (*rounded down*).
- **Do not recover full health**—must use hit dice to heal.
- Recover **All** of your hit dice.
- Spells that give the benefits of a long rest, give the original long rest bonus.
### Full Rest
- **Duration**: **1–2 full days** of **no adventuring**.
- Can be used **outside cities or towns**, but **not in a hostile environment**.
- Recover **full health** and **all hit dice**.
- Recover **all abilities and spell slots**.