House Rules & Clarifications
These are the codified rulings and modifications used across Seitime Games sessions.
For case-by-case decisions, see Rules Adjudications.
Legend
- RAW Rules As Written
- HR House Rule
- Region Regional Rule (e.g., Chult or Barovia)
General Gameplay Rules
- Critical Hits/Fails are for Attacks OnlyRAW
Skill checks and saving throws do not critically succeed or fail, except death saves.
- Blind Rolls for Saves & SkillsHR
Use 'Blind to GM' mode for all non-attack rolls unless requested otherwise.
- Meet is Beat (Attacks AND Saving Throws)RAW
Rolling a 15 after modifiers against AC 15 is a hit.
- Concentration Requires SavesRAW
If you take damage while concentrating, make a Constitution saving throw. You can use a token marker to indicate "Concentration".
- Inspiration for JournalsHR
Earn inspiration by doing cool and amazing things, or by simply updating your player/character journal between sessions.
- Level-Up Hit Dice RuleHR
If you roll less than average, you can choose average instead (e.g., d8 = 5).
- Consent Required for PvPHR
Without consent PVP is strictly forbidden. Physical attacks or Mind Altering magic or abilities are considered PVP actions.
- Potions of Healing Use TimingHR
Bonus Action = roll effect; Action = max effect.
- Dim Light Perception RulesRAW
Darkvision = dim light in darkness. Disadvantage on sight-based checks in dim light/-5 to Passiv Perception.
- Long Rest RestrictionsRAW
Everyone requires 8 hours for a long rest mechanically. Guard/Watch Duty is limited to 2 hours per character. If you have a feature like 'trance' or 'aspect of the moon', you can spend your remaining time involved in light activity which is a huge list of possible activities.
- Rest Interruption PenaltyRAWHR
A long rest is interrupted if you cast leveled spells, engage in combat, spend 1 hour walking, or engage in other similar adventuring activity. Long rest interruptions add 1 hour requirement to your long rest for completion, per interruption.
- No FlankingRAW
We don't use the Variant Flanking Rule in Campaigns. It is used for Arena exclusivley.
- 0 Initiative Re-RollHR
Monsters (Including ones summoned/created by characters) that Roll a 0 for initiative must spend their turn re-rolling their initiative until they get a 1 or higher.
- Surprise Round ClarificationRAW
Surprised condition only applies to Surprise Rounds. DM determines a Surprise round at the start of combat and who is surprised. Alert Feat will prevent the Surprised condition when a character has it. Surprised Condition means you will not have access to any actions until your turn is over, then you will gain access to reactions.
- Ready Action is Combat-OnlyRAW
Only to be used in combat, not outside of combat. (stating you are "ready for combat" just prior to inititiative being called for will prevent you from being surprised. But it must be stated out loud or in chat, not assumed.)
- Crafting Rules In UseHR
You may harvest ingredients and craft Potions, Poisons, and Tinctures per Potions, Poisons, and Tinctures
- Cooking Rules In UseHR
You can check out Campfire Cooking to see what is possible!
- Encumbrance Variant In UseRAW
Weight and containers are tracked. Players must manage their load based on Strength and equipment.
Spell Feature Clarifications
- Forced Movement vs. EnteringRAW
Forced Movement that does not involve "spending" movement as per the movement mechanic will not invoke the consequences of moving through a spell effect. (For the consideration of spells that specify 'entering', entering and moving are different specifications)
- Spells Do What They SayRAW
Mechanics can't be extended beyond what the spell describes in combat. In Role-Play spells may have expanded function. Example: Acid Splash to melt flesh from bone.
- Somatic Components Require HandsRAWHR
Somatic Components require your hands to use. As does presenting your spellcasting focus, you cannot present it if your hands are full. Restrained condition MAY prevent you from using somatic components.
- Readied Spell Counter RulesRAW
Readying a spell to cast as a reaction requires concentration, and is the appropriate time to counter a spell. If a spell that was readied is then used as a reaction, the time to counter it has passed and counter-spell will fail.
Chult Region Specifics
- Death Saves DC 15Region
Meat Grinder Mode: Death Save DC is 15, not 10.
- Level Cap 14, XP-BasedRegion
Non Milestone game with a level cap of 14. Levels earned strictly through EXP, which can be gained with Story progressing NPC engagement, Quest Completion, Monster/Baddie death, Trap disarming, and Side Quest completion. Exp rate is increased by 10% for Tomb of Annihilation.
- Diplomacy = Bonus EXPRegion
Finding a diplomatic solution to a potential combat has the possibility of earning even further experience boosts.
- No EXP situationsRegion
Murdering bystanders or guards grants no experience unless they are quest targets.
- Spells Can't NourishRegion
Spells that create sustanence will function, but you will not gain any nutrition or hydration from spell created food and drink (This is due to the main threat affecting the magic around Chult).
- Hard Mode CampaignRegion
Encounters may feel overwhelming early on. Expect tactical and survival pressure. Remember: Running is always an option
Strahd's Domain
- Spell Restrictions ApplyRegion
Astral Projection, Banishment, Contact other Plane, Plane Shift, and similar spells are disabled or unreliable within Barovia.
- Grotesque Spell VisualsRegion
Even radiant or nature-themed spells take on twisted, nightmarish visual forms in Strahd’s domain.
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Check Rules Adjudications to see if it’s addressed there!
Last updated: April 8th, 2026