You are on page 1of 1

Dark Sun House Rules

This chapter describes the mechanical aspects of the


game, from Players Handbook character creation options MAGIC ITEM IDENTIFICATION
to Dungeon Master Guide Variant Rules. As explained in DMG:136, any magic or psionic item need to
be analyzed by an Identify Spell or similar method to be
revealed all its characteristics, like activation method,
ABILITY SCORES
charges, limitations, curses, etc.
Roll 4D6 six times, discard the dice with lower result on
each roll. Assign each result to your abilities as you see fit.
If the sum of all ability scores is below 75 roll again.
WILD TALENTS
All player character will roll on the table Wild Talents to
receive one weak and untrained psionic power.
INSPIRATION
All characters have a pool of up to 3 Inspiration Points.
When you spend one Inspiration point, you may choose
ENCUMBRANCE
to gain advantage on a roll of your character or an ally As described in PHB:176
that you can see and hear.

If one or more character spends together at least 3 EQUIPMENT SIZES


Inspiration Points, they may require the GM a beneficial As described in PHB:145
event change in the immediate story, like find the right
merchant to sell rare items, or to be found by some FEAR & HORROR
traveller with water to spare.
As described in DMG:266
Inspiration Points are recovered with good roleplaying of
their backgrounds (personality, bonds, flaws, ideals) at
FEATS
the end of each game session.
As described in PHB:165

PROFICIENCY CHECK VARIANT


HITTING COVER
When using a skill to perform an action related in some
meaningful way with your background, your character As described in DMG:272.
may have advantage on the check.

SKILLS WITH DIFFERENT ABILITIES


As explained on PHB:175, the GM may require that a skill
be associated with a different ability score for a specific
action.

HIT POINT PER LEVEL


When a character reaches a new level and must roll for
additional hit points, he or she may choose to reroll the
undesired result. However, doing so reduces the next roll
in an accumulative -1. Thus, a second roll of a fighter hit
dice would be 1D10-1; a third hit dice roll would be 1D10-
2, and so forth. All characters gain at least 1 hit point per
level.

EXPERIENCE POINTS AND LEVELING


Player characters will level up when they reach a GM-
predetermined milestone in the campaign. There will be
no XP rewards from encounters.

You might also like