# 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**.