Hands of Fate

by KingPenelope

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Hands of Fate

Hands of Fate

A collection of alternative rules for player driven drama in D&D 5E



Part 1: Preamble

Part 2: Additional Rules

      Epic 6

      Aspects

      On Death's Door

      Pool Inspiration

      Dynamic Initiative

Part 3: Life and Death

      Character Creation

      The End of the Road

Part 4: GM Notes

Credits

All copyrights reserved for WotC and various artists, without who this would not be possible.

PART 1

preamble

Hands of Fate is a rules compendium created with the goal of creating a more dramatic and player-driven game. Using these rules, players can and should be pushed to the breaking point, while also being empowered to take control of their own fates. If the idea of giving the players lots of power to influence the game and narrative scares you, these rules are probably not suited to your tastes.

Epic 6

Epic 6 shifts the game into a lower-magic setting. But by giving the players numerous ways to break through the level 6 ceiling, players can rise far beyond their mortal peers. If they desire more power, they must seek it, and be willing to pay the price for it.

It also slows down the pace of the game to allow a less compressed timescale. An adventurer's career should be measured in months and years, not days and weeks.

Aspects

A flexible tool that mechanically rewards acting in character, creates more dynamic environments, and much more.

On Death's Door

Empowers players to make combat more thrilling. By removing the unconscious state and replacing it with the option of fight or flight, players have more agency in battle.

Pool Inspiration

Inspiration changes from a simple reward offered at whim to a collaborative resource that is always dynamic. Using aspects, players are able to reward themselves for acting in character and pursuing their own goals. Using narrative control, both players and the DM are able to exert their will for how they think a scene should play out. And both players and DM are able to alter the battlefield in dynamic ways using stunts.

Dynamic Initiative

A more streamlined interpretation of Greyhawk Initiative that emphasizes speed and simplicity. Dynamic Initiative makes the speed of your actions a consideration, and ensures the landscape of the battle is always changing.

Character Creation Options

These tweaks shift the focus of racial features from nature to nurture, and strive to acknowledge that how you are raised is as important as how you were born. All characters are also given a feat at level 1, to expand player options and to help make the players more survivable in a dangerous world. Lastly, players choose aspects, which create a reward structure for roleplaying.

The End of the Road

Death is a difficult part of the game, but these rules help put players in the mindset that death is not only possible, but can be fun and dramatic. Players are encouraged to make a will to sort out their affairs, and their compatriots gain benefits from carrying out their last rites.

GM Notes

Extensive notes on thought process, as well as tips for using these rules in your games and clarifications on rules conflicts.

PART 2

Additional Rules

Epic 6


Epic 6 is not so much a set of rules as it is a style of play. It has one main conceit: The pinnacle of human achievement a person can reach by ordinary means is level 6.

To use other fantasy stories as examples, Aragorn, Legolas, Gimli, Conan the Barbarian, Geralt of Rivea, Link, and Jamie Lannister are all approximately level 6 characters. Powerful, competent, heroic, but not invincible. Without going through extraordinary means or making bargains with greater powers, level 6 represents your character at their most capable.

Why Epic 6?

Epic 6 is suited to lower-magic and grittier campaign settings and worlds. "Low Fantasy" is a relative term - The Continent from the Witcher is probably the best point of reference.

The point of Epic 6 is not to limit the players, but to limit the world around them. Players are clever, ambitious, and always surprising. Players will find ways to circumvent any limitation or obstacle in front of them.

However, in an Epic 6 world, there is no easily accessible magic higher than level 3. This means teleportation, resurrection, advanced scrying, or wishes are severely restricted or unavailable through conventional means.

Higher Level Magic

Magic more powerful than level 3 spells are still possible and still exist in the world, but they are not utility magics that can be cast in seconds or minutes.

Frequently, it takes a coven of witches, a circle of druids, or an order of wizards weeks of planning, preparation and concentration to perform more powerful magics.

While these magics may be available to players, it is not quick, easy, or cheap. Commissioning a high-level spell is like embarking on a construction project, with all the complications that go with it.

Resting

Heroes can recover from injuries quickly, but not overnight. There are three types of rests.

Breather. Taking a breather is a short period of downtime, at least 5 minutes long. During that time players may rest, slake their thirst or hunger, bandage a wound, or just meditate on the task ahead.

A character can spend one or more Hit Dice after taking a breather, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

Short Rest. A short rest is a period of downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 10 minutes of walking, fighting, casting Spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

At the end of a short rest, a character regains 1 Hit Die. A character can’t benefit from more than one short rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Long Rest. A long rest is a period of extended downtime, at least 24 hours long. A long rest can only be taken in a safe location, where characters have access to plentiful food, water, and comfort. A long rest cannot be attempted while in the wilderness, while sleeping on dirt or stone, or while wearing armor. Characters must be in a location where they do not feel the need to keep watch or constantly be on guard.

At the end of a long rest, a character regains all lost hit points, and regains all spent Hit Dice. A character must have at least 1 hit point at the start of the rest to gain its benefits.

Downtime

As a result of the slower resting, there is a greater emphasis on downtime. Players should be encouraged to establish a home base, carouse the city at night, and build connections in new locations.

Leveling Up

Players may hit a milestone or gain enough experience to reach the next level, however they only gain a level at the end of a Long Rest. This again increases the focus on downtime.

Feats, Boons, and Blessings

After reaching level 6, players may still reach milestones while adventuring. At the DM's discretion, in place of awarding further levels, they may grant additional Feats, Boons or Blessings. Players may also specifically train or go questing to specifically gain new Feats, Boons, or Blessings.

Beyond Level 6

While the rules state that level 6 is the default level cap, that cap is not set in stone. Rules are made to be broken.

Fiction is full of stories of those who reached the peaks of human achievement and still wanted more. The Lich is the quintessential example. Faced with the fragility of mortality and the limitations of their own magical ability, the Lich goes to extreme measures to break those barriers that hold back those with weaker stomachs and fewer ambitions.

Great power awaits those who dare to seek it.

Aspects

Aspects are the most important change in these rules. Aspects are designed to be flexible and open to interpretation. To put in it's most simple terms, an aspect is a phrase that describes something unique or noteworthy about whatever it’s attached to. They are used to create a mechanical reward for roleplaying, creating dynamic obstacles, creating a tone for a location or adventure, and much more.

Aspects are invoked or compelled by using the Pool Inspiration system. In broad strokes, when an aspect is invoked, it is being used to help the players. When an aspect is compelled, it is to create complications for the players.

Types of aspects

Aspects can be applied to almost any part of the game, but usually fall into one of the following categories.

Character aspects

Character aspects are aspects that define a player character. These may describe an ideal, bond, flaw, goal, relationship, reputation, title, mental health, and much more. Characters acting in character and compelling their aspects to get themselves in trouble is the most consistent tool that players have available to them to gain more Inspiration. As such, players are encouraged to have many aspects to give them many opportunities to compel them. Some examples might include:

  • I need a drink
  • Can I keep it?
  • Big sister
  • Phandalin pariah
  • I'll show you a monster!
  • The silent type

Environmental aspects

Environmental aspects describe the environment around the players. These can include hazards, weather, sanctuary, or the prying eyes of enemies. Examples include:

  • Freezing temperatures
  • Danger! High voltage!
  • The walls have ears
  • Sacred waters
  • The stars are wrong

Scene aspects

Scene aspects are able to define the tone and flavor of a scene. They are frequently genre clichés, and can be used to give a scene or adventure a specific flavor. Some examples might include:

  • Let's split up gang!
  • We're all mad here
  • Can't catch a break
  • Paranoia
  • Love is in the air

One-time aspects

One-time aspects are comparable to a magical boon or a consumable item. These are aspects that are given to party or individual characters. They can only be invoked once, and then they are removed. Below are some examples:

Prepared

During a mission the players have prepared for, a player may invoke this aspect to describe a flashback, declare a fact that they learned, an item they brought for the situation, or anything else that might help their current situation.

Misfortune

The DM may compel this aspect to cause a failed roll to go catastrophically wrong.

Aspect abilities

Aspect abilities might represent a stunt that a character is so good at that they are able to do very efficently. These can be granted by the DM to players who have a favorite move, or a talent that falls outside the normal scope of the rules. The best aspect abilities encourage teamwork between players, and show off their individual quirks and personalities.

Below are some examples. Feel free to experiment and create your own.

Driving Steel

Your deft strikes keep your foes on their heels. As part of the attack, you can choose to drive your foe back. For each point of Inspiration you spend this way, move the creature 5 feet. You may then choose to follow the creature to an adjacent space.

Shoulders of Giants

Your tiny character has a special connection with your gigantic ally. While riding on your tall companion's shoulders, when you cast a spell, you may spend a point of Inspiration to grant Advantage to a spell attack roll, or Disadvantage to one target making a saving throw against your spell.

Elemental adept

When casting a spell, you may spend one point of Inspiration to change it's damage type to cold, fire, lightning, thunder, poison, acid, radiant, or necrotic.

Dodge Roll

When a melee attack made against you misses, you may spend one point of Inspiration to move up to 10 ft.

Other aspects

Aspects are incredibly flexible. Feel free to come up with more uses for your game!

Pool Inspiration

Using these rules, Inspiration is a resource shared between the players and the DM. They give the DM additional tools to get the players into trouble, and the players additional tools to get out of it. A DM may choose to use Narrative Control to cause the players not to attack a monologuing villain. And the players counter that in order to get off a surprise attack! In crucial moments, a fierce bidding war may erupt for control over the direction of the story. Best of all, the greatest tool that players have to tip the scales in their favor is acting in character.

The Inspiration Pool

There are a finite number of Inspiration Tokens for the table. At the DMs' discretion, this number is equal to 10, OR 2 times the number of all players (including DM), whichever is larger. The table may choose to have a physical representation of these tokens, such as poker chips. There are two Pools: the Player Pool and the DM Pool. Divide these tokens evenly between the two Pools when starting. The number of inspiration in each pool is persistent across sessions.

If the players spend any amount of inspiration, that amount of inspiration is transferred from the Player Pool to the DM Pool, and vice versa.

Bidding Wars

If either the Players or the DM declares the use of inspiration, the other side has the opportunity to counter it.

For example, if the DM declares that he will spend 2 inspiration to allow a monster to do a stunt that will put the party in a terrible position, and puts 2 Inspiration tokens in the pot. If there are no objections, the pot goes to the Players, who add those 2 inspiration to their Pool. However, the players can choose to add 2 inspiration of their own to the pot to nullify it, making it a normal attack. At that point, the DM could choose to continue spending to counter their bid. The bidding war ends when one side runs out of inspiration, or chooses to not bid further. At this point, the side that lost the bidding war takes the pot.

This applies to all the ways you can spend inspiration. A aspect can be countered and then reinstated, Narrative Control can be nullified, etc.

Spending Inspiration

  • Invoke an Aspect (1 Inspiration). The DM or player invokes an aspect to create a beneficial situation for the players. If invoking a character aspect, the player is the one who dictates how the action plays out. A player may invoke a character aspect at will, but the DM is free to offer opportunities insights or opportunities. Invoking an aspect always moves inspiration from the Player Pool to the DM Pool.

  • Compel an Aspect (1 Inspiration). The DM or player compels an aspect to bring a complication to the scene. If compelling a character aspect of a PC, the player is the one who dictates how the aspect plays out, provided that it creates a complication. The DM may invoke a character aspect at will, but players are free to offer to the DM opportunities to compel an aspect of their own character. Compelling an aspect always moves inspiration from the DM Pool to the Player Pool.

  • Stunt (2 Inspiration). Player or DM may attempt to modify an action by declaring that action a Stunt. Stunts must be declared before the attempt is made, and the inspiration is spent regardless of if the attempt succeeds or not. For example, sprinting an extra 10 feet in a direction, extending the range of a spell a small amount, or specifically targeting an enemies weak point, etc. If used as part of an Attack action, if the attack hits, in addition to the normal effects, you may also cause an additional effect, such as blinding, deafening, moving a creature up to 5 feet in a direction, knocking a creature prone, or more. Only one additional effect may be applied per Stunt, but multiple Stunts may be applied to a single action. Final effects, including duration of status conditions, are at the DM's discretion.

  • Narrative Control (3 Inspiration). Player or DM declares one small fact about the world, a character, or a situation. The DM can reject this either if it contradicts something already true (it has already been established in the game, or is known to be true by the DM), or if they do not think it is appropriate. Examples include declaring that there is a secret door or back entrance, that enemies or players don't attack, dictating that an NPC react in a specific way, that you have history with an NPC, introducing a complication into a event, etc. Cannot be used to instantly cause a dice check to succeed or fail, or to resolve a situation that would be resolved with dice rolls.

On Death's Door

Every adventurer worth his salt knows that life is cheap. To pretend otherwise is the height of foolishness. However, even characters on the brink of death are capable of great sacrifice and heroic last stands.

Dropping to 0 Hit Points

When you drop to 0 hit points:

  • You gain the On Death's Door status condition
  • Your concentration is broken
  • You must make immediately make a death saving throw
On Death's Door
  • When On Death's Door, a character temporarily gains three levels of Exhaustion.
  • These levels of Exhaustion are removed if the character regains at least 1 Hit Point.

Massive Damage Massive damage can instantly kill or fatally wound a character. When damage reduces you to 0 hit points and there is damage remaining, you are mortally wounded if the remaining damage equals or exceeds your hit point maximum.

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric is mortally wounded.

Alternately, a ranger with a maximum of 12 hit points currently has 0 hit points and is On Death's Door. If he takes 12 damage from an attack, the damage equals his hit point maximum and the ranger is mortally wounded.

Death Saving Throws

While On Death's Door, you may be asked to make a special saving throw, called a death saving throw, to determine whether you creep closer to death. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Death saving throws are not affected by the disadvantage imposed from Exhaustion.

Death Saving Throw
d20 Outcome
1 You gain two Death Points
2-9 You gain one Death Point
10-19 No change
20 You recover, and regain 1 hit point

Damage on Death's Door. If you take any damage while you have 0 hit points, you accumulate one Death Point, and your concentration is broken. If the damage is from a critical hit, you accumulate two Death Points instead. If the damage equals or exceeds your hit point maximum, you are instantly mortally wounded.

Death Points

Death Points represent your character creeping closer to their demise.

Accumulating Death Points. When you accumulate three Death Points, you are mortally wounded.

Getting rid of Death Points. All Death Points are removed at the end of a long rest.

Mortally Wounded

When a character receives a mortal wound, they are beyond help. They are stabbed in the heart, have a limb severed, cleft in twain, or worse. At most, they have only a minute to live. There may perhaps be time to deliver some final words, say goodbye, or use the last of their power to bring the castle crashing down around them. Mortally wounded characters may spend Inspiration on a Stunt to perform one last act of bravery.

If a mortally wounded character by some miracle survives their ordeal, they permanently gain an aspect relating to their wound.

Dynamic Initiative


Rounds

Combat is divided into 6-second rounds. Each round consists of the following phases that are progressed through in the following order.

Enemy Planning

During this phase, the DM examines the battlefield and declares the intentions of the creatures under his control. This description should be as short as possible. "The Skeletons are going to focus on taking out the Warlock", "The Dragon is going to ignore the party and attack the church", "The Bandits are going to try to block your escape, while the archers pepper you from out of range", "The Rogue is looking to get out of danger, it's unclear what his intentions are", etc.

What is happening is that the players are reading the battlefield and assessing the current situation. This allows them to make educated decisions and have the opportunity to thwart the enemy's plans.

Player Planning

Now that the players have a broad idea of what the enemy is planning, they come up with a plan themselves, and declare their own intentions. At this stage, actions do not need any more detail than what is needed to determine the initiative roll. Working together is encouraged.

Roll Initiative

Each player and enemy simultaneously rolls initiative. Players roll the largest dice corresponding to their actions. Low numbers go first.

Action

The DM begins by announcing "Initiative Count 1" to the table. If there are any creatures that rolled a 1 for their Initiative are then able to act. If there are any ties, the creature with the highest Passive Initiative goes first.

After all creatures on Initiative Count 1 act, the DM continues counting. "Initiative Count 2", "Initiative Count 3", etc. This process continues until all creatures have acted.

Resolution

Anything that needs to be resolved at the end of a round of combat, such as status effects or magic durations resolve now. Begin the next round, looping back to the Enemy Planning phase.

Dynamic Initiative is an initiative variant with the goal of creating extra layers of choice in combat by making different actions take different speeds, while being as quick and painless as possible. The rules of Dynamic Initiative are meant to be intuitive and simple, but here are the specific details of how the rules function.

Overview

The Dynamic initiative variant institutes the following rules, which replace the standard initiative system.

Rounds. Combat is organized into rounds. Each round, everyone involved in the combat has a chance to move and take actions, as with standard initiative. But the durations of effects are measured in rounds, rather than ending during a specific creature’s turn.

Variable Turn Order. Each round, every creature involved in the battle rolls initiative. The order in which creatures take their turns changes from round to round, making it impossible to predict how events in combat will unfold.

Initiative Dice. Rather than making a d20 roll for initiative, characters and monsters might roll a variety of initiative dice — normally d4 to d12. If you roll more than one initiative die, you add the results together to determine your initiative. The number and type of initiative dice you roll depend on the types of activities you want your character to undertake during the next round. Ideally, each player should roll only one die per round. However, casting spells and certain weapons may cause you to roll two.

Initiative Count. With this variant Dynamic Initiative, initiative runs from low to high. A creature cannot have an Initiative Score lower than 1.

Order of Operations. These rules make it more likely for certain actions to take place earlier in a round, and for other actions to take place later. As with the standard initiative system, the luck of the dice always determines exactly when combatants act. Now however, it is possible for players to thumb the scales on when their actions should take place.

Passive Initiative

Passive Initiative Score. Each creature determines their new Passive Initiative score. Passive Initiative is equal to a creature's Dexterity Ability Score OR their Intelligence Ability Score (NOT their Ability Score Modifier), plus any additional bonus they may get from features such as the Bard's Jack of All Trades ability, or the Alert feat.

Ties. Ties are very common with Dynamic Initiative by design. In the event of a tie, the creature with the higher Passive Initiative score acts first. In the event that the Passive Initiative scores are also tied, player characters act first.

Changing Initiative

Delaying. If you are not ready to act when your initiative comes around, you may choose to delay your turn. Instead of taking your turn on your initiative count, you simply act on a later initiative count, before or after other creatures as you choose.

If two creatures who have delayed their actions both want to act at the same time, the creature with the highest Passive Initiative score goes first.

Changing your Action. If your turn comes around and you discover that the battlefield has changed, you may wish to take a different action. Roll new Initiative Dice in accordance to what you want to do. This number is then added to your current Initiative Score, and becomes your new Initiative Score.

Actions that do not contribute to Initiative

These rules are designed so that players need only roll once to determine their Initiative scores, without additional modifiers. Therefore they only roll once, according to the action they are attempting to take with the largest size Initiative Dice.

Movement. Moving during your turn does not contribute to your Initiative Score. If you are only moving during your turn, and not taking any other Actions (including dashing), your initiative score is 1.

Bonus Actions. Does not contribute to Initiative Score.

Reactions. Does not contribute to Initiative Score.

Uses Outside of Combat

The "Click" rule

Whenever a trap is triggered, there is an audible "Click!". This is the signal for the players to spring into action. Relevant players may declare their intentions to avoid or sabotage the trap before it goes off. Everyone, including the trap, rolls initiative.

Traps by their nature tend to act quickly and have a very low initiative die size. However, all traps are assumed to have a Passive Initiative score of 1. Therefore, in the event of a tie, player characters always goes first.

Initiative die Severity
1d2 Setback
1d4 Dangerous
1d6 Deadly
Variant: Spell Disruption

For added AD&D flavor, you can introduce the spell disruption rule. This variant rule greatly reduces the effectiveness of all casters, so use with caution.

If a creature that wants to cast a spell takes damage during the round before it can act, it must make a Constitution Check. Make a Constitution saving throw. The DC equals 10 or half the damage it takes, whichever number is higher. On a failure, the creature is restricted to casting cantrips on its turn. If the intended spell is not cast, then the spell slot is not consumed.

If they take damage from multiple sources, such as an arrow and a dragon’s breath, they must make a separate saving throw for each source of damage.

PART 3

Life and Death

Character Creation

1. Determine Ancestry

Players choose an Ancestry for their characters. Functionally, this is almost identical to choosing a Race, with the distinction being largely conceptual.

By choosing an ancestry, you are not determining your parentage, but what racial, cultural and societal forces shaped you. A human raised by Dwarves may claim Dwarven ancestry, and a half-elf may choose to take Human, Elf, or Half-Elf ancestry, depending on what forces shaped them into the person they became.

Ability Score Increases. As a result of this more flexible approach to race, all racial Ability Score Increases may be distributed to ability scores of your choice. For example, choosing a Half-Orc ancestry allows you to increase one ability score of your choice by 2, and one ability score by 1. These must be differnt ability scores.

2. Choose a Class

Select a class for your character as outlined in the Player's Handbook.

3. Determine Ability Scores

Determine ability scores as outlined in the Player's Handbook.

4. Choose Equipment

Choose starting equipment as outlined in the Player's Handbook.

5. Describe Your Character

Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.

Alignment. Alignment is descriptive, not prescriptive. It may be helpful to play your character for a few sessions before determining what alignment best describes them.

Aspects. Aspects are the things that motivate and drive characters - the things that make them who they are. At character creation, give your character a minimum of three aspects. Choose one high concept aspect that describes your character, one aspect that gets you into trouble, and one that gives you a connection to another character or the world.

Aspects

Aspects are a word or phrase that describes something special about a character. They describe personality traits, important details about your past, relationships you have with others, titles you possess, madness and sanity, reputations you have, obligations to others, problems you're dealing with, goals you're working towards and more.

While core aspects to your character may never change, other aspects will be gained and lost as the game is played.

An example character may start with the following aspects:

  • Thief with a Heart of Gold (high concept)
  • Gambler (trouble)
  • Family Man
  • Partially Blind

Background. Your character’s background describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. Choose a background from Chapter 4 of the Player's Handbook, or work with your DM to create your own.

6. Select a Feat

Adventurers are exceptional specimens, and they have the talent to prove it. All characters may select one feat at character creation.

In addition to the PHB+1 selection of feats available, players may also choose from the list of Skill Feats.

7. Death Wish & Living Will

Prepare for the end by determining your Death Wish and Living Will. These are not set in stone, and should be frequently updated so as to accurately reflect the character. A characters' Death Wish should always be public information.

The End of the Road

Death is an inevitable, inescapable fact of life, particularly to those who take up the call to adventure. While death is always shocking and painful, steps can be taken to ease your passing. Determining the following will help you, your loved ones, and your party prepare for your trip to the afterlife.

Preparing for Death

Death Wish

Coming to terms with death is never easy. However, death can be meaningful, poetic, dramatic, and can change the course of history. At character creation, players must note on their character sheets the way that they think would be the most appropriate or most dramatic for their character to die in the line of duty.

Living Will

Your living will lays out the specifics of how your possessions are to be distributed after your death. You can leave a will behind to confirm who the heirs to your property are — this can be arranged in secret with the DM, or as public knowledge. It is up to each character to decide if they wish to bequeath their wealth and tools to their compatriots, their families, or to another noble cause. Additional clauses may be added as desired.

Last Rites

Depending on the particular faith of a character, they may have specific funeral rites to be carried out in order to allow them to pass on to the afterlife. As part of the living will, outline the rituals that must be fulfilled to allow your spirit to join the honored dead.

Dust to Dust

Sometimes, despite your best efforts, your best just isn't good enough. All things end, and you are no exception.

The Will

The reading of the will usually takes place at, or just after, the funeral. It is up to the players to ensure that their last wishes are carried out.

Burial

No one wants their corpse to be left out in the open, torn apart by birds and wild dogs. If your adventuring party are able to recover your body, bury it properly, and follow the last rites, each mourning party member gains 1 free inspiration token, and the party gains the following one-time aspects.

Time for action

A player may invoke this aspect to ignore their initiative this round and act when they choose.

Not today death!

A player may invoke this aspect to nullify one Death Point.

A New Beginning

It's time to start anew. Once you've added your character's name to the graveyard it's time to create a brand new character. New characters are created at the same level as the previous character was at when they died, up to a maximum of level 6.

Retirement

The adventurer's lifestyle is not for everyone, and sometimes a character chooses to lead a different life.

They may have found an offer too good to pass up, or their injuries became too great, or they had a nervous breakdown — whatever the case, the character decides to retire from adventuring.

Retired characters become active NPCs. Some may join local factions, or provide downtime services, or even become training mentors depending on their skillset.

PART 4

GM Notes

These rules taken in aggregate are intended to work together to create a specific type of game. Rules influence and shape behavior, and as a result work best when they are working in harmony with the DM's and the player's expectations.

Guidelines for Play

Embrace Aspects

Aspects are the single most important change these rules make. Taking the nebulous nature of ideals, bonds, and flaws and making them stronger, tangible, and more flexible, aspects create a wildly different reward structure for role-playing. With no limit to the number of aspects a single character can have, it not only allows players to inhabit characters that are multidimensional and flawed, but rewards them for it. Players who act in character not only have more fun and contribute more to the story, they make the entire party mechanically stronger.

Slow down the pace

Give your players plenty of downtime between adventures, and allow that downtime to become as much a part of the world and the story as adventuring. Downtime is where the world reacts to the way characters have changed.

Travel is Dangerous

Players are not able to take a long rest while out in the wilderness. This can make long journeys tense, and a real drain on resources. Consider making perilous journeys part of your game.

Scarcity

Limitations can be fun. Consider introducing Healer's Kit Dependency, and being strict with encumbrance, resource management, light sources, and other mechanics to make your players feel like they need to battle for every inch of ground against the darkness.

Don't Hold Back

These rules are designed to put agency in the character's hands, and give them tools to bend their luck. As a result, present challenges worthy of them. As a DM, you are empowered to pit the characters against overwhelming odds. Make them sweat, make them bleed, and make their eventual triumph all the sweeter.

Kill your Darlings

Players are going to be able to ruin your beautiful plans in all kinds of new ways. They're players. It's what they do. Be loose, be flexible, and always respect their agency.

Running Published Adventures

Using these rules, the combination of being more difficult to keep down while On Death's Door, being able to spend Inspiration, and all characters starting with a feat means that your players will be punching above their weight class, though it may not feel like it. Expect to slow down the pace of the adventure (slow any ticking clocks appropriately), and throw more difficult enemies at them then you would normally. As much as possible, keep combat fast and deadly.

Gothic horror

While these rules may be used in any game with any setting, gothic horror is especially suited to these rules. Below are a list of campaign settings that are an especially good match.

Ravenloft

The setting of numerous published adventures, including 5e's Curse of Strahd, Ravenloft is a great fit. If running Curse of Strahd, the game expects you to be around level 9 before completing the hardest challenges, so make sure to offer players some dark bargains to gain the extra power they need.

Plane Shift: Innistrad

A Magic: The Gathering setting that is filled with all kinds of fantastic gothic flavor. Highly recommended.

Krevborna

A brilliant campaign setting by Jack Shear, Krevborna is favorite. The book has no fat, and is 100% evocative ideas and adventure hooks. Do yourself a favor and pick it up!

On Death's Door: Use in your game

The Death's Door variant rules are designed to allow the players to participate in combat after they drop to 0, and to feel the stress of 'Fight or Flight'. While players will actually be slightly more difficult to kill, it creates the feeling of just barely surviving deadly situations.

NPCs and Death

Most DMs have a monster die the instant it drops to 0 hit points, rather than having it make death saving throws, which means most creatures are assumed to require 0 Death Points to perish. If a typical monster gains 1 Death Point by any means, they die.

Mighty villains and special nonplayer characters are common exceptions; the DM might have them be on Death's Door and follow the same rules as player characters. At the DM's discretion, they may need to accumulate 1-4 Death Points before perishing.

Knocking a Creature Unconscious

If the attack would deal the final Death Point that would kill a creature, the attacker can declare the attack to be non-lethal and knock them out instead.

Rules Conflicts

These rules by and large do not interfere with other systems and mechanics in the rules of Dungeons and Dragons. The very few exceptions I've found are listed below.

Dying and Stabilizing

These variant rules eliminate the concept of 'dying' and 'stabilizing'.

Mechanically speaking, in the vanilla rules the 'dying' status has always felt like a character has received a "Schodinger's Mortal Wound". They may or may not be actually dying, and a player who is holding in their guts needs only a Goodberry to be back in the fray. Not only that, but it's not fun as a player to have your turn skipped.

Healer's Kit

The Healer's Kit is intended to help stabilize dying players. This variant uses part of the Healer Feat to help make it useful, while keeping the idea of the medic patching someone up to get them out of harm's way.

Healer's Kit (Variant)

This kit is a leather pouch containing bandages, salves, and splints. The kit has five uses. As an action, you can expend one use of the kit on a creature on Death's Door. That creature gains 1 Hit Point.

Healer Feat

The Healer Feat is intended to make Healing Kits more useful. This variant is based on a blog post by Chris Perkins.

Healer (Variant)
  • You have advantage on all Wisdom (Medicine) checks.
  • When you use a healer’s kit on a creature On Death's Door, that creature also regains 1d6+4 hit points.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Spare the Dying

The cantrip Spare the Dying helps stabilize a dying creature. However, these variant rules eliminate the 'dying' condition.

The original spell is intended to let players help an ally who is already in a dire situation. This alternative is intended to keep the spirit and balance of the original spell while working within the new framework.

Rally the Dying

Necromancy cantrip


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You boost the life spark of one creature you can see within range that is making a Death Saving Throw. That creature has Advantage on that Death Saving Throw.

Rage Beyond Death

The Path of the Zealot Barbarian from Xanathar's Guide to Everything gains the Rage Beyond Death ability at 14th level. Here's how to adapt it to your game.

Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points and being on Death's Door does not give you three levels of temporary Exhaustion. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to accumulating Death Points, you don't die until your rage ends. If you end your rage with 1 or more Hit Points, remove one Death Point.

On Death's Door: Variant Rules


Listed below are a couple of variant rules that you might employ depending on the style of game you want to run.

Removing Death Points


How a player gets rid of Death Points makes a big difference in the way the threat that Death Points represent are viewed. Here are three simple tweaks you can make to better suit your game style.

Variant: Lingering Injuries

You remove one Death Point at the end of a long rest.

Variant: Heroic

During a short rest, you may expend a Hit Die to remove one Death Point. All Death Points are removed at the end of a long rest.

Variant: Unstoppable

You remove all Death Points at the end of a short or long rest.

Optional Creature Attacks & Abilities

Certain creatures such as a Bodak, Catoblepas, Death Knight, or others may have abilities that give players Death Points.

This can be dramatic - imagine a Banshee's wail giving all players who hear it a Death Point as their heart skips a beat, threatening to stop in their chests. If you wish to give a monster an attack that inflicts Death Points, be careful not to make it disproportionately powerful. It should be considered approximately equivalent to granting a dangerous status effect or granting a level of Exhaustion, and should be treated with care not to make it too easy for an enemy to give a large number of Death Points in a short amount of time.

Knocking Players Unconscious


Sandman. When this creature reduces a target to 0 hp, they may choose to knock their target unconscious.

This is a passive ability that should be used sparingly as it bypasses Death Points. Players being knocked unconscious is generally not fun and these rules exist to avoid that situation. However, I can understand the DM's desire to have a creature knock a player unconscious for dramatic purposes, to be kidnapped, or for other nefarious reasons. In such a situation, a DM may want to give a creature this ability. Consider however, that if you are using these rules and you want the ability to knock players unconscious, On Death's Door may not be a good fit for your table. Consider using stunts or narrative control to achieve your means instead.

Spell Variants

The following spell variants are recommended modifications, but not required for play.

Greater Restoration

Greater Restoration is modified so that in addition to all it's previous effects, it is also able to remove death points. This is the only feature, aside from a wish spell that can remove death points during combat. However, if you've managed to get a 5th level spell slot, you've earned it.

Greater Restoration

5th level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, remove one death point, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum

Revivify

Revivify is modified so that while it can bring the dead back from life, it's primary function is to heal a mortal wound. Subtle distinction, but for me it improves the flavor.

Revivify

3rd level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a creature that was mortally wounded within the last minute. That creature is healed, or returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Pool Inspiration: Thought Process


Inspirations

  • FATE
  • Powered by the Apocalypse
  • Noir World
  • Blades in the Dark

FATE Points

In the game FATE, there is a resource called FATE Points, which are the primary mechanical inspiration for these rules, though I do take a different approach to the point economy.

In FATE, there are four ways that FATE Points can be spent:

  • Invoke an aspect
  • Power a Stunt
  • Refuse a Compel
  • Declare a Story Detail

I'll now outline the four ways that I have proposed for spending Inspiration Tokens, and how they should hopefully accomplish similar goals.

Stunt

Ties into both "Invoke an Aspect" and "Power a Stunt", as well as the idea of the Called Shot. Stunts are a concept that I have long wished for in 5e, as the ability to have an attack go above and beyond the norm at a critical juncture is great drama for both players and DM.

I feel that every DM has been in a situation where the player has declared an amazing stunt where something other then just damage should occur. Picking up a foe and throwing them into another bad guy, ripping the arm off a skeleton, blinding a cyclops, etc. This then puts the DM in an awkward situation.

They can either follow the narrative of what the player does, or declare that the rules must be followed as written. Yes, a player can use a shove action to either push or knock down a foe, but that's just not the same and it lacks the drama of slamming an enemy through a wall.

This is further complicated by the very few enemies that have called shot mechanics built into them. The Hydra has special rules for cutting off a head, but it is the only enemy that you can target in such a way, and one of the only enemies that provides a path to victory other than "reduce to 0 hp".

I would argue that subclasses like the Battlemaster Figher, and the Sorcerer's Metamagic has been too selfish in the ability to meaningfully modify their attacks. These rules are not meant to render these abilities redundant, but to spread the love a bit. By giving this possibility to all classes (and all monsters!) , it makes the game more dynamic overall, while still making sure that those subclasses are still the best at those skills.

Invoke and Compel Aspects

Lifted straight from FATE, but tweaked to be even broader in scope.The phrasing is left deliberately broad. Character aspects are meant to include not just ideals, bonds, and flaws, though those are the most obvious, but also backgrounds, madness and other sanity effects, cursed items, paladin oaths, warlock patrons, and more. It is not intended to give the DM the power to force players to do their bidding, but to encourage the parts of their characters that are already there. More then that, it also lets the players realize that they can ask the DM to invoke an aspect on themselves to gain a powerful resource by acting in character.

NPCs do not have Aspects, as there is not a lot of play space that would be opened up that was not covered by standard roleplaying, Charisma checks, and Narrative Control

For more great reference, check out the FATE SRD pages on Your Character Idea, Making a Good Aspect, and The Phase Trio

Narrative Control

Functionally very similar to FATE's "Declare a Story Detail", this option provides everyone at the table the opportunity to direct where the game should go.

Previously, I used a Inspiration Deck. A big reason why it has been popular is the card "Narrative Control." While it's been successful with my players, as the DM I have often wished that I had a similar ability. It is true that the DM has control over the story, but it is extremely easy for the players to lose focus. While this is part of the fun, the most efficient path is not necessarily the most dramatic or the most fun.

By giving this tool to both the players AND the DM, it makes the story less about what happens at the table an more about what everyone wants to have happen at the table. In theory, this tool should help introduce an equilibrium to the narrative and help ensure that the game being played is the game that everyone wants to play.

The Economy

The Inspiration Pool is my own twist on the FATE point system. The concept is simple: when you choose to exert your influence, you empower the other side to do the same back to you. While I considered more finite economies, the push and pull of this system is extremely appealing to me. Players know that while you're going to get yourself out of trouble this time, you're setting yourself up for more trouble in the future. And DMs can nudge the story in directions they want, knowing they are empowering their players to be even more heroic. It also removes the burden of adjudicating who earns inspiration from the DM.

Conclusion

I'm not the only one who finds Inspiration as presented by the game to be lackluster. I also find all of my tabletop RPGs to be more satisfying when they allow the players to help shape the story. For me, these rules provide a simple way to introduce a lot of additional mechanical and narrative complexity to the game while adding very few actual rules.

Dynamic Initiative: Thought Process

Initiative never quite sat well with me. There are a number of fundamental assumptions that I dislike about Initiative as written, and in the way that it influences play. However, the Initiative variant rules outlined in the DMG (pg 270-271) were either unwieldy or reduced strategic possibilities. I wanted an option that offered depth, without complexity.

One of the biggest problems I have with vanilla Initiative is the feeling that a call for initiative is a switch from the "Role Playing Game" to the "Combat Game". Switching into and out of combat can be clunky and rigid. Players may be in the middle of a combat when a surprising twist happens. Perhaps the bad guy isn't a bad guy at all! Suddenly this combat turns into a hostage situation! The players realize they are in way over their head, it's time to run! In these situations, it can be hard to break initiative order - both as a psychological barrier ("we are in the 'Combat Game', we must resolve this situation with combat") and as a mechanical barrier ("what is the mechanical process of transitioning from a combat to a chase scene?"").

My initial solution to this problem was dividing combat into rounds, and introducing the "Planning Phase", where players as a team decided their combat strategy. This worked reasonably well, and was an overall improvement to the vanilla Initiative rules, and I would recommend giving it a try in your game if you haven't.

However it felt like it was a half measure. The players having a planning phase makes much more sense if the plan they have is informed. To put it another way, the rules don't allow for a situation where the bad guy is going to take an action, and the players can choose to either prevent him from acting or take cover to avoid damage.

Imagine a situation that we have seen a million times before in films. A dragon is drawing in a deep breath preparing to destroy the foolish mortals in front of him. The Heroes, knowing the deadly dragonfire is coming, scramble for cover. How can we translate this into gameplay?

Greyhawk Initiative

Mike Mearls Greyhawk Initiative caused an interesting stir in the D&D community.

The mission statement of the rules have been copied below.

Why Experiment with Initiative?

The Greyhawk initiative variant takes a different approach. These rules add complexity, but with the goal of introducing more drama to combat. The order of actions changes during combat, making it impossible to depend on creatures acting in a consistent pattern. Moreover, this initiative system requires a certain amount of strategizing between players ahead of each round’s action.

If adding chaos and unpredictability to combat sounds like fun, you might like these rules.

I love this mission statement, and feel it addresses many of my perceived flaws with vanilla initiative. However, the overall conclusion by the D&D community was that Greyhawk Initiative was interesting, but flawed. Some of the objections were:

  • Slowed down play too much
  • Too complicated
  • Too much math
  • Too many dice being rolled
  • Rolling dice for movement felt bad
  • Dexterity no longer impacted Initiative speed

Dynamic Initiative is my attempt to keep the strengths of Greyhawk Initiative, while removing its weaknesses.

Removing dice rolling for movement was an easy first step. Reducing the number of dice rolled to only one (two max) immediately makes the system much more simple and streamlined.

However, this created a narrow range of possible initiative numbers, meaning that having a tied initiative score became extremely common. But by having your Dexterity Ability Score become the tiebreaker, it provided a speedy way to resolve ties while also making Dexterity relevant to speed. From there, making the small change from Dexterity Ability Score to Passive Initiative also allowed features that can modify Initiative, such as the Alert feat, Guidance spell, or a Bard's Jack of All Trades to continue to function. Simply add those numbers to your Passive Initiative score.

DMing with Dynamic Initiative

Making all of these strategic decisions as the Dungeon Master seems daunting. A DM already has so much to keep track of, remembering what action each creature is doing, combined with what die size to use seems overwhelming. Fortunately there is an incredibly simple workaround.

By using Hit Die size as a guide, it became extremely easy to assign Initiative Die by size of creature. No matter the action the creature is going to take, they simply roll that one die. Intuitively, this means that the bigger and more powerful the monster, the slower they tend to act in Initiative. Adjust Passive Initiative score as desired (zombies should probably have a negative modifier, a Coatul should get a bonus) and you're done.

For actually tracking each creature, I like to have an index card with each monster or group of monsters labelled with their name and Passive Initiative score. I roll the Initiative Die for the entire group, and leave the die on each label. At that point, I have the initiative of all my combatants easily readable at a glance.

Conclusion

As evidenced by Mearls' Greyhawk Initiative, I'm not the only one who feels that vanilla initiative is a bit boring and could have additional layers of strategy. For me, this allows the maximum amount of strategy with the minimum amount of bookkeeping.

Additional Variant Rules

Below are listed a number of optional rules tweaks that I use at my table. Pick and choose which ones suit your game.

Flanking

When a creature and at least one of its allies are adjacent to an enemy, they flank that enemy. While flanking, a creature may use their Reaction to grant themselves or their ally Advantage on their next attack roll.

Healer's Kit Dependency

A character can't spend any Hit Dice after finishing a breather until someone expends one use of a healer's kit to treat the character's wounds. Players may then spend as many hit dice as they wish.

More Difficult Identification

Identifying the properties of magic items is more difficult. During a short rest, players may experiment with a magic item to learn the item's properties and how to use it. At the end of the rest, players may learn one of the item's properties.

Similarly, casting the spell Identify may reveal one of the item's properties. The spell cannot reveal more then one property of an item every 24 hours.

Identify

1st level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pearl worth at least 10 sp, which the spell consumes)
  • Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object you may choose to learn one of the following:

  • You vaguely identify all properties belonging to the item, except for hidden properties
  • You learn one of it's specific properties, how to use it, and how many charges it has, if any
  • You learn if the item has hidden properties
  • You learn whether any spells are affecting the item and what they are
  • If the item was created by a spell, you learn which spell created it

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

A Deeper Darkness

A Deeper Darkness is a rules compendium designed to create a mechanical framework for 5e that is more suited to player driven action, giving players more interesting storytelling options and mechanical choices both in combat and out. These rules work best in for dangerous dark fantasy where players are pushed to their limits, and use their wits to barely survive by the skin of their teeth.

All copyrights reserved for WotC and various artists.

Contact: bucceriadam@gmail.com

Version 2.2.0

Credits

Art Credits
  • Cover: "First Circle" by Shahab Alizadeh
  • Preamble: Artwork by Vuk Kostic (aka Chevsy on DeviantArt)
  • On Death's Door: Artist unknown
  • Pool Inspiration: Artwork by Jamie Jones
  • Dynamic Initiative: Artwork by Eva Widermann
  • The End of the Road: Artwork by KzcJimmy
Special Thanks
  • /u/kyllebylle on Reddit for helping proofread and critique these rules.
  • /u/Drizzimus on Reddit, AKA DM Bahamut, for the initial spark for Dynamic Initiative
  • /u/giffyglyph on Reddit for his amazing Darker Dungeons compendium
  • Mike Mearls, as this would not exist without Greyhawk Initiative sparking my imagination
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