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 playersb) 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.
⚔️ 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).
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 minutesRoll as many hit dice as you like, one at a time
🏕️ Field Rest
Duration: 8 hours in non-safe locationAutomatically get maximum for any rolled hit dice
🛏️ Long Rest
Duration: 8 hours in safe locationRecover all health points, mana, hit dice, etc.
🥷 Hiding in Combat
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
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
Exhaustion Wound System
Each Wound is long-term damage gaugePC dies at 6th wound
1 wound recovered per Long Rest
Dying Condition Effects
Limited to 1 actionConcentration 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 cognacRogue picking Imperatrix's estate: NAT 1 = picks break, jam lock, no more attempts tonight
Miscellaneous Rules
Ready to Adventure?
These rules are designed to enhance our shared storytelling experience. Questions? Let's discuss them at the table!