One of the hardest parts of DMing on Discord is that you don’t always have the same players. In a tabletop game, players often learn their DM- what they expect of players, how they rule things, and what kind of home rules they might have. On Discord, players come and go, and I don’t have time to have a detailed session 0 with them every time. So, here is a compilation of house rules that I use in my games.
At least in my games, pretty much disregard everything on the main server house rules page. I play quite differently than most staff.
Yes, I go by the rule of cool a lot. But I choose when we do it, not you. Don’t pester me about something, and definitely don’t have a big blow up in front of other players. My private messages are open- I can discuss it with you there.
This is my most controversial rule. I think that being able to make melee attacks non-lethal is dumb. If you swing a sword, there is no oops about it. You swing your blade with killing intent. If you would like to harm someone but not kill them, you have an option still.
I will roll death saves for a creature if I am asked to. If you bring a creature to 0 hit points, I will allow you to use the standard methods for stabilizing creatures.
As an action, you can make a Strength (Athletics) or Dexterity (Acrobatics) check to forcefully mount a creature two or more sizes larger than you on your turn. The target may also make one of those checks to contest it, and can as an action attempt to end the effect by rolling the same checks. While mounted on a creature, you may be in their space and move within it as difficult terrain.
I use the DMG Variant Rule where every consecutive diagonal traveled is an extra 5 feet. This is also known as the 5-10-5 rule, where diagonals count as 5 ft, then 10 ft, then rinse and repeat.
I like the idea of allies giving each other aid on activities, but I need to make a few things clear on it. First of all, you need a way to help, which is usually expressed in roleplay. Saying your familiar helps you with an attack means nothing unless you explain how it is helping. Additionally, there are some checks that I require you to be proficient in to help with, such as medicine or animal handling. Do not say you help someone with history- you can’t help someone recall information they learned years ago unless you have a way to do just that.
Additionally, if you would like to offer help on a roll or cast guidance, you must a) be aware of the check in advance and b) declare that it is being used before the roll is done. Otherwise, the nature of PBP can be exploited to retroactively pass checks and I am not putting up with that.
You can use another player a cover if you are able to. Also, I may choose to use the DMG ruling on hitting cover.
I decide what an improvised weapon is. Also, using an improvised weapon will get you the same proficiency for it but not always the same damage. I’ll be the judge of what effects an improvised weapon has. Hint: I really like the tavern brawler feat.
Yes I give XP for really good roleplay! Sometimes I feel it is more appropriate than inspiration and I am a big fan of reading RP. I especially enjoy it when there are long periods of time where I can say nothing, and players carry on an RP by themselves.
Additionally, I give out XP even if an encounter doesn’t end in slaughter. You can and will be forced to beat encounters in other ways: capturing enemies, coming to negotiations, even running away. If you complete the objective of an encounter, you will get appropriate XP for it.
I don’t care if you PvP. Just don’t be disruptive, and make sure all involved individuals consent to it OOC. Know that I see looting fallen PC’s is often an evil act in my eyes. Doing this repeatedly may lead other characters or NPCs to lose respect for you, or even change your alignment.
You shouldn’t PvP for XP, but I do allow the victor to gain XP appropriate to as if the opposing were of CR equal to ¼ of their current level rounded up. If I feel the loser wasn’t trying their hardest, the XP will be less.
Dogpiling is when one player makes a roll and every other player tries to make the same roll. Additionally, this rule extends to trying to rinse and repeat rules- for example failing to persuade a guard so you just find the next one and try again.
Please declare you would like to roll before other people are rolling. If someone fails investigation and you immediately want to try simply because they rolled bad, it's going to be a no from me. Attempting to do this may lead to diminishing effects, even if you succeed. Additionally, if you fail a check on one person in a group, I may roll that you failed the check with the rest of the group too. For the most part, you will know roughly which situations this applies to and not.
I allow my players to choose what skills they roll and when. When you give me RP of doing something, I may give you options what to roll, or I might say roll whatever. When I say that, I am requesting the player to choose a roll that accurate fits the information they would like to glean or the task they would like to perform. Often different rolls have very different results. Additionally, I reserve any right to give you false information or negative effects depending on situation and if your roll is close to the DC it missed or not.
In my games, if a spell is concentration within a certain area, like Heat Metal, you cannot activate the effects of the spell outside of its range. I may rule that concentration falls when you leave the range. If you are unsure if these would be the case with a spell, ask me, as there are exceptions like Arcane Eye.
I use variant encumbrance. If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
The strength requirement on armor does not apply with this rule in place.
I use the Xanathar’s Guide rules on falling from a high place, sleeping, tying knots, tool proficiencies, and spellcasting. Look it up- I’m not copy pasting that.