Note: this page is primarily intended for players in my Dungeons & Dragons campaigns. It contains no world lore and probably won't apply to your group. Of course, feel free to use any or all of this material in your own campaigns.
This page will document our house rules as well as any noteworthy rulings I've made. As such, it will be updated as we play.
If a rule stops us from enjoying the game, let's talk about changing it!
That includes actual rules, your character (class, features, background, etc.), or even the story.
I'll gladly incorporate "I Know a Guy" suggestions when appropriate, as long as this mechanic isn't abused. This house rule is from David Nett, who wrote:
'In any situation (where it makes sense), a PC can declare “I know a guy,” and then quickly sketch that NPC & the relationship. Fewer details are usually better – that leaves room for the DM & PCs to play.'
For the original source and more on this mechanic, see D&D Sage Advice. Dael Kingsmill/MonarchsFactory has an interesting variation in her House Rules #3 video.
When it makes sense, players may re-attempt failed ability checks, but with potential consequences. Perhaps the target number has increased, or they may take damage or get attacked.
This is another house rule from Dael Kingsmill's House Rules #3 video.
Players running multiple characters or a familiar (or familiars) may roll initiative once and have all characters/familiars take their actions on the same turn.
Many magic items can be purchased, typically from specialty shops, but even general stores might keep a few dusty treasures behind the counter. I like this "Sane Magic Item Prices" thread and will usually consider its suggested prices as a starting point. Keep in mind that some merchants charge a premium for certain items, or mark up their wares in general. Prices may be higher in some locations, like isolated communities.
Of course, specific magic items may not always be available. Even a well-stocked magic item shop in Fellsdare may only have a few dozen items on hand. If your character is looking for a specific item, they'll likely have to ask around. If they absolutely need that item right away, they can arrange to meet with the Union, which sells magical and rare items at a premium.
I tend to take a "rules as written" (RAW) approach to spell mechanics—except when noted here. Some examples:
A wizard casting Charm Person doesn't know if their target failed or succeeded at their saving throw, because the spell doesn't say so. Contrast this with Zone of Truth, which specifically states that the caster knows this information, or Hold Person, where the caster can intuit success because they must maintain concentration.
Similarly, spells like Message and Sending don't say that the caster knows their messages were received. Contrast this with Contact Other Plane, where the caster can intuit success because the GM must reply with answers.
Prestidigitation can be used to clean oneself in increments of 1 cubic foot.
Characters who use a spell book and/or ritual book may add to it by researching and duplicating existing spells. (This is in addition to options found in the Player's Handbook.) Spell research takes one week per spell level (Cantrips count as first-level spells), or half that if the character has access to a spell library. The process typically costs the price of the spell scroll (found at the "Sane Magic Item Prices" link in the Magic Items section above) plus any material component cost.
Spellcasters may swap their prepared spells during a short rest.
If you realize that you picked a spell you don't like, swapped the wrong spell (or didn't swap a spell at all), or something similar, let me know. If the character hasn't cast the spell, you can make that change immediately. If you've used it significantly, we might wait for a narrative reason. No matter what, just ask!
We'll use the Minion rules from MCDM's Flee Mortals!:
Minions do static damage and attack on the same turn.
"If the minion takes any damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the minion takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage." (Flee Mortals!, page 10)
Minions do have a hit point total. If a melee or ranged attack reduces a minion to 0 hit points, reduce their hit point total from the damage and apply the remaining damage to the next minion. Multiple minions can be downed from the same attack.
I may limit the final point when appropriate.