These are changes I am considering for my next campaign. Where possible or recollection permits, I've included a link to the source of my idea. A lack of a link doesn't intend to imply any of these are particularly original.
I am still considering the sources of firearms rules and ritual magic.
Latest update: 2025-08-10
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Ascending AC
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No clerics or demi-human players.
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XP only for wanton expenditure of gold, charity, or interest and investment returns. Source - Jeff Rients
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No XP from monster deaths.
Source - Vague Countries -
Use the disadvantage mechanic for armor saves after a natural zero.
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3D6 down the line for character generation.
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Hit die re-rolled after the first initiative roll of every encounter. Source - Save vs. Total Party Kill
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Natural critical hits do double the maximum damage of the hit.
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Critical misses' sides roll the next turn’s initiative with disadvantage
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0 HP = Save vs. Death and back to 1HP or dead Immediately
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No level draining monsters. Level drain reduces randomly selected stat by one point.
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Slot Based Encumbrance