General House Rules
Here are some additional house rules or rules of play we will use that don’t merit an entire category or wiki-page on their own:
When your turn is done, it is done. There is no ‘going back in time’ to add on forgotten damage/effects/actions/etc. For example, once your turn in combat is done, you cannot suddenly remember you forgot to add the +2 to damage from buff “x” (or you cannot ask if you would have hit if you had remembered to add the +1 from the bard song), etc. The ONLY exception to this rule is the expenditure of Inspiration Points. Note: this works on the DM too.
Reliable Hit Points:
- When you gain a level you may take half your class’ hit die + 1 as your value (you may then add any additional bonuses you get for Con or feats etc). For example, if you gain a level of wizard, instead of rolling a 1d6, you may take a flat value of 4.
- Alternately you may choose to make a “deal with the devil”. Using this alternate you roll your new level’s hit points using the class appropriate die, while I roll the same die simultaneously behind the screen. You may then choose to take your roll, or “make a deal with the devil” and take my roll sight-unseen. There are no rerolls or take-backs. You get what you get.
Identifying Magic Items:
In Miria, magic items cannot be identified by just holding them for a short rest. There are two options for identifying a magic item:
- A character may cast the Identify spell or it’s divine counterparts. (House ruled: Clerics: Divine Dweomer; Druids: Augur Artifice. These spells are in every way identical to the Identify spell)
- A character may spend a three full days “communing” with the item to learn the same information as the Identify spell provides. These days must be spent in a quiet relaxing and secure locale as the character communes