Vanya's Quest
Vallombrosa
coming soon

Philosophy and House Rules

The ASDM Style

My Philosophy: My goal when making house rules isn't to complicate games, but to streamline them and find opportunities to make the worst parts of the game a little better. I also want all rule changes to either:

a) be a demonstrable benefit to players
b) create more opportunities for character moments
c) be written in a way that a player could choose to not play by that particular rule if they choose and not have it affect anyone else's enjoyment at the table

For instance, if a player prefers the death saving throw system of D&D they could choose to use it instead of our Wounds system and that would not in any way slow down or decrease the enjoyment of players using the Wound ruleset.


🛡️ PHILOSOPHY: Authentic Choices Over Survival Anxiety

Core Ideal: Your character won't die from a single bad decision. Period.

Failure Creates Story, Not Endings

When you fail at something, it creates complications that make the narrative more interesting and engaging—not character death. Think of Dorian touching the cursed cart: immediate unconsciousness, but easily revivable, with consequences that enhanced rather than ended the story.

Multiple Safety Nets for Terrible Ideas

If you're about to do something genuinely catastrophic, I'll ask for a roll to see if your character realizes how bad the idea is. Even if they fail that roll, I'll ask if you're sure before proceeding. You'll have multiple chances to reconsider truly dangerous choices.

Death Requires Multiple Conscious Decisions

If your character dies, it will be the result of several deliberate choices: entering dangerous combat, refusing opportunities to retreat, poor positioning during fights, party decisions that led to the situation, and continued aggressive action while wounded. Remember our exhaustion-based death system requires 6 levels—that's multiple conscious decisions to keep pushing forward.

Make the Choices Your Character Would Make

Don't second-guess yourself or play it safe out of fear. Tell the story that feels authentic to your character. If I ever ask you to say goodbye to a character, it will be because you decided that ending was right for their story, not because you made one wrong choice.

The Promise: Focus on authentic roleplay and meaningful character decisions. I'll handle making sure the consequences serve the story we're telling together.

⚔️ ACTIONS: STREAMLINED

Old System: Movement. Action. Bonus Action. Reaction. Free Action. Turn. Round.
If I can't keep all of this straight, then how could I ever expect the rest of the table to manage?

At our table there will be Actions & Reactions (and a free action).

You get 3 actions + 1 reaction + 1 free action per round.
A round encompasses one complete cycle through the initiative order
A turn begins when it's that character's place in the initiative order and ends when they've completed all their actions for that round.

Action Rules

Action Definition

An Action is anything that your character can do that isn't a reaction or free action. This encompasses melee attacks, ranged attacks, spell attacks, bonus actions, movement, hiding, dashing, and all of the other things a character can do on their turn.

Rushed Actions

Any additional Actions beyond the first that attempt to damage or debuff a neutral or hostile creature will be considered Rushed and made at Disadvantage.

Stacking Disadvantage

The Disadvantage for Rushed Attacks stacks with each additional hostile action. A third attack against a neutral or hostile creature is made at Double Disadvantage (roll 3 d20s, take lowest).

Saving Throws

When additional hostile actions require Saving Throws, the target makes their Save with appropriate Advantage/Disadvantage based on additional actions taken.

Spell Casting Limits

Only one Leveled Spell can be cast per TURN. No limit on Leveled Spells per ROUND.


🔮 Mana Powered Spells

Mana System Rules

Basic Mechanics

Mana replaces traditional spell slots for all spellcasting

Spells cost Mana equal to their spell level (e.g., a 4th-level spell costs 4 Mana)

Mana fully recovers on a Long Rest

Maximum Mana Pool

Full Casters

Examples: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Mana Pool: Total spell slots + Caster level

Half Casters

Examples: Paladin, Ranger, Artificer

Mana Pool: Caster level + Proficiency Bonus

Third Casters

Examples: Eldritch Knight, Arcane Trickster

Mana Pool: Total spell slots + Proficiency Bonus

Special Class Features

Arcane Recovery: Regains Mana equal to half your Wizard level (rounded up)

Sorcery Points: Can be converted to and from Mana at a 1:1 ratio


🛌 Resting

⏱️ Short Rest

Duration: 10 minutes
Roll as many hit dice as you like, one at a time

🏕️ Field Rest

Duration: 8 hours in non-safe location
Automatically get maximum for any rolled hit dice

🛏️ Long Rest

Duration: 8 hours in safe location
Recover all health points, mana, hit dice, etc.
Safe Location: At DM's discretion, generally an inn, Bastion, or other location where safety is nearly guaranteed. An empty room in a dungeon or campsite in the woods would not be considered safe.

🥷 Hiding in Combat

Cover: A creature mostly obscured (behind tree, ally, table, poor lighting) has Cover and imposes disadvantage on attacks.
Full Cover: Completely obscured creatures cannot typically be targeted.
To Hide in Combat:
Must have Cover from creatures you're hiding from
Use an action for DC 15 Stealth check
Full Cover = automatic success
Hidden Attack Benefits:
First attack while hidden has advantage
Then you're no longer hidden
Exception: If attack kills enemy and no other enemy sees you, remain hidden

🤼 Grappling

Requirements: Within melee range + at least 1 arm free
Attempt: Target makes STR or DEX save (DC 10 + your STR or DEX)
Results on Failed Save:
Target your size or smaller: Grappled
Target larger than you: You gain Riding condition
Riding condition: You move with the creature. Attacks that miss you strike them instead.

📋 Conditions

Blinded

Can't see. Attacks against you have advantage, your attacks have disadvantage.

Bloodied

At half HP or less.

Charmed

Sees charmer as ally. Charmer has advantage on social interactions.

Dazed

Heroes: lose 1 action; monsters: one less action next turn.

Dying

At 0 HP. Taking damage causes 2 Wounds, crit causes 3.

Frightened

Disadvantage when fear source nearby; speed halved moving closer.

Grappled/Restrained

Cannot move. Attacks against you have advantage.

Hampered

Actions or movement reduced (Dazed, Grappled, Prone, Difficult Terrain).

Incapacitated

Can't do anything. Attacks have advantage, melee hits auto-crit.

Invisible

Cannot be seen. Your attacks have advantage, attacks against you have disadvantage.

Petrified

Incapacitated. Benefits/drawbacks of being a rock! Immune to most damage.

Poisoned

Disadvantage on rolls.

Prone

Movement costs 2x, disadvantage on attacks. Melee vs you: advantage; Ranged: disadvantage.

Riding

Move with creature. Attacks that miss you strike them.

Slowed

Speed halved during next turn.

Taunted

Disadvantage on attacks except against most recent taunter.

Wounded

Has any Wounds (6 Wounds = death).


🦸 HEROIC REACTIONS: A BETTER WAY

You get ONE (1) reaction per round

Choose any spell/ability reaction OR one of the following:

🛡️ Interpose

Push ally within 10 ft out of the way, become new target. Move them to adjacent space.

⚔️ Opportunity Attack

Melee attack with disadvantage when adjacent enemy moves away. Heroes only!

🤝 Help

Grant advantage if you explain how you help (one help per roll). DM may require check.

🔍 Assess

DC 12 skill check to ask about enemy weakness, ability, plans, environment, etc. DM answers honestly.


💀 DYING: YOUR WAY

Dropping to 0 HP ≠ Death Saves

Instead: You gain 1 Wound + the Dying condition until you regain HP

Exhaustion Wound System

Each Wound is long-term damage gauge
PC dies at 6th wound
1 wound recovered per Long Rest

Dying Condition Effects

Limited to 1 action
Concentration is broken
DC10 Constitution Save or Take 1 Wound on action
Taking damage causes 2 Wounds
Critical damage causes 3 Wounds

📜 Additional House Rules

PvP Combat

True PC vs. PC combat not permitted unless part of in-world contest. PCs may attack each other if it furthers the story, but will be concluded once narrative purpose is served. Players engaging in PvP will have post-game chat to ensure hostility remains in-character.

Insight vs. Deception

PC vs PC insight checks permitted. One player rolls Insight, other rolls Deception (if lying) or Persuasion (if telling truth). Player's judgment which to roll—table shouldn't be told which was used.

Components

Only components with gold cost are required physically.

Group Checks

For group activities only. Majority pass/fail with NAT 20/NAT 1 counting as 2 successes/failures.

Skill Attempts

Generally limited to 1 party member unless reasonable assistance offered. Choose: 1 roll with Advantage OR each roll independently.

No time limit + capable character = eventual success. Skill test determines time and complications.

Examples:

Rogue picking liquor cabinet: NAT 1 = 3 hours + out of favorite cognac
Rogue picking Imperatrix's estate: NAT 1 = picks break, jam lock, no more attempts tonight

Miscellaneous Rules

Trance Resting: Must stay in same general area for duration
Flanking: Not used
Health at Level Up: Max health at odd levels, average/rolled at even levels
NAT 20 Skill Check: Best possible outcome, not auto-succeed
NAT 1 Skill Check: Auto-fail regardless of bonus (Reliable Talent usually prevents this)
Concentration: Any damage = DC10 Constitution save (DC stays 10)
Spell Scrolls: Anyone may attempt with DC12 Arcana check. Scroll consumed regardless.

Ready to Adventure?

These rules are designed to enhance our shared storytelling experience. Questions? Let's discuss them at the table!