House Rules

Player's Handbook

Feats

Lucky

The wording "You can choose to spend one of your luck points after you roll the die, but before the outcome is determined" just doesn't work at our table for a variety of scenarios, and it appears others have similar concerns. If the player knows the target number (AC, DC), they immediately know the outcome when the die has rolled. If the DM rolls dice concealed (as happens at our table), saying "the kobold stabs with its short sword, hitting AC18", the outcome has been determined before the player has had the chance to use a luck point to intervene.

Therefore, the wording of the feat is changed as follows:

You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.

You can choose to spend one or more of your luck points before or after the outcome is determined.

You can also spend one luck point when an attack roll is made against you.

You can also spend one or more luck points when an attack roll is made against you - again, either before or after the outcome is determined.

Using Ability Scores

Stealth

The movement rate when using Stealth is two thirds of the normal movement rate.

Adventuring

Short Rest

When spending hit dice to regain hit points after a short rest, rather than rolling, a player may instead choose to take the roll's average value (rounded up). This is the same mechanic as when gaining a level. For example, a 1st level rogue with Constitution 14 can spend their hit die and choose to either regain 1d8+2 hit points or 7 hit points.

Combat

Delay

We have added back in the option for combatants to delay their action until whatever initiative count they choose.

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