House Rules

"Sweet is the sound of the pouring rain,
And stream that falls from hill to plain!
Better than rain or rippling brook,
Is a mug of beer inside this Took!"


In this wiki, I will try to provide either new rules, changes to existing rules, or clarifications to rules as needed.



In addition to the normal rules for Inspiration found in the Player's Handbook (page 125), the following house rule will be added:

At the beginning of every game session, every character that does not already have Inspiration will gain it.



There will be a slight change in the lighting rules found in the Player's Handbook (page 183).  The rules for Darkness will be split into two categories, Darkness and Total Darkness.  In addition, a new modification for Dim Light will be introduced. The new lighting rules will be as follows:

Bright Light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light, also called shadows, creates a Iightly obscured area. An area of dim Iight is usually a boundary between a source of bright Iight, such as a torch, and surrounding darkness. The soft Iight of twilight and dawn also counts as dim Iight. A particularly brilliant full moon might bathe the land in dim Iight.  Dim light can impose a penalty, from -2 to disadvantage, on skill tests made involving Perception.  Certain activities, such as reading, may be impossible in Dim Light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights).  Darkness may also be found indoors and underground, providing there is some small sliver of light (such as from under a door or through a window, or even from a distant source).
Total Darkness is found underground in lightless tunnels and within the deepest portions of Mirkwood at night.  Total Darkness is the absence of all light sources.






House Rules

Leaf and Land MichaelPerry