Purpose
House rules should make the game clearer, faster, or more expressive. They should not create a second rulebook that players need to memorize before they can participate.
This page currently records the ruling philosophy for Momentum Dice Club. Specific mechanical changes will be added only after they are confirmed for the relevant D&D edition and campaign.
Rulings during play
When a rule is unclear, the GM will make a reasonable ruling so the scene can continue. The group can check the exact text after the session if the answer would affect future play.
Players are welcome to point out a relevant rule or feature. Keep the conversation concise and assume good faith. Once a ruling is made for the moment, return to the scene rather than turning the session into a rules debate.
If a ruling materially disadvantages a character because information was misunderstood, the GM will look for a fair correction.
Creative actions
The actions listed on a character sheet are not the limits of what a character can attempt. Describe the goal and approach; the GM will identify the appropriate roll, cost, or consequence.
Creative ideas are most likely to work when they:
- Use established details in the environment.
- Respect what the characters know.
- Create a meaningful trade-off or risk.
- Give other players something useful to build on.
Creativity does not automatically bypass danger, but it can change the shape of the challenge.
Character knowledge
Players often know things their characters do not, and characters often know ordinary things that have never been stated at the table.
When the distinction matters, ask. The goal is not to catch someone using the wrong knowledge; it is to protect discovery and make informed choices.
Characters are assumed to understand their core abilities and the ordinary facts of their lives. The GM may provide context without requiring a roll when information should be obvious to them.
Dice and consequences
Roll when the outcome is uncertain and both success and failure would move the situation somewhere meaningful. A failed roll should usually change the position, reveal a cost, consume time, or introduce a complication rather than simply stopping the story.
The GM will communicate obvious stakes before consequential rolls whenever the character would understand them.
Dice should be rolled in the agreed game tool unless the GM approves another method. If technology fails, the table will use the simplest fair alternative.
Confirmed mechanical rules
Some confirmed mechanical rules are campaign-specific. Check the relevant campaign documentation before assuming Wounded Momentum or Crunchy critical hits applies at your table.
Potions
Drinking a potion yourself requires a bonus action. Administering a potion to another creature requires an action.
Wounded Momentum
When a character is reduced to 0 hit points and later regains consciousness, they take a temporary -1 penalty to attack rolls, ability checks, and saving throws.
This penalty lasts until they complete a short rest, complete a long rest, or receive meaningful care during a recovery scene.
This rule is meant to make going down feel significant without making early-level play overly punishing.
Crunchy critical hits
When you score a critical hit, one set of the attack’s damage dice deals its maximum possible damage. Roll the additional critical-hit dice normally, then add modifiers as usual.
For example, a critical hit with a longsword that normally deals 1d8 + 3
damage becomes 8 + 1d8 + 3.
This keeps a critical hit from dealing less damage than an ordinary successful attack while preserving the excitement of the additional roll.