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House Rules

From Elysium D&D
Revision as of 03:54, 9 August 2026 by Olivinism (talk | contribs)

The following are house rules used in the Elysium D&D sessions.

One Character Per Session

Players may have multiple characters available to them, however they must only play one character at a time during sessions. Ideally, the character intended to be used should be confirmed with the DM to ensure content can be prepared, and to allow the DM to telegraph if a character should not be present to avoid lore inconsistencies or similar undesirable outcomes.

Critical Success / Failure

A natural 20 is considered to be the best possible outcome of a successful role. Similarly, a natural 1 is considered to be the worst possible outcome of a failure. While this does often mean that an action will be successful or failed, the two are not mutually exclusive; a critical success does not necessarily mean that anything becomes possible.

Sneak Attacks Out Of Combat

While out of combat and performing a stealth attack on an unaware creature, the player is able to instantly execute their target provided they pass relevant skill checks presented by the GM

Rule Of Cool

Be mindful that rules, at least how I consider them, are not constraints; they are the framework we work on. Rules are meant to be broken. What we’re trying to do here, besides having fun, is write a novel together. If 5ft of movement, a bonus action or a disadvantage ruin that novel: Fuck the rules!!! There isn’t a rule as important as the rule of cool - Seddik