Generally, we stick as close as we can to “Rules As Written” (RAW) for our interpretation of what should happen in certain circumstances – but sometimes we adopt a minor change to make things more fun. These may only apply in a single game type or campaign, so check with the DM of a particular game if you’re unsure which (if any) should apply.
- Scroll Mishaps – something terrible might happen if you fail to read a scroll properly.
- Potion Miscibility – special effects if you mix potions or drink more than one
- Healing Potions – no rolling take max amount equal to the rarity of the potion
- Drinking Potions – healing potions are BA or A, while regular potions are an action.
- Natural Initiative – If a player rolls a Nat 20, they are given an advantage on their first attack for combat, while a Nat 1 will give that player disadvantage on their first attack for combat.
- Natural Skills – If a player rolls a Nat 20 on a skill check, they are given a +5 to that skill roll, while a Nat 1 will give the player a -5 penalty to the skill roll.
- Critical Damage – Critical extra damage is maxed base damage die plus your modifiers