Active House Rules

Rounds
p. Each round consists of two phases. Movement & Action. A character has only one action (unless using a Feat, Class Skill, or Spell to gain extra actions), one bonus action, and one reaction during each round.

Movement Phase
Distance
During the movement phase a character can move a reasonable distance.
Obstacles
If the character encounters an obstacle like a cliff, ledge, river, log, etc, the DM may have the character make skill check to decide if the character succeeds, fails, or just stops. The DM may make the character succeed, fail, or stop even with out a skill check.
Actions
A character can perform the following actions during movement: Disengage, Dodge, Escape, or Hide.
A character can perform the following bonus actions during movement: Overrun, Tumble, or any other bonus action that doesn’t result in an attack.
A character can perform the following reactions during movement: Response to a trigger for a previously readied action, or Opportunity Attack.
Melee Engagement
A character is considered in melee engagement (or simply “engaged”) if an enemy enters melee range during the current round. That character remains remains engaged for the round. An engaged character can not move out of melee range of the enemy to which it is engaged (could be multiple enemies) during that round. A character can use their action to disengage which would allow that character to move.
Melee Interception
A character can intercept an enemy if they have not moved yet or are not engaged. Interception means you move and meet the enemy at point of your choosing along the path the enemy has chosen to take. To intercept, make an attack roll, if successful the enemy must stop its movement and is considered engaged. If unsuccessful, the enemy continues to its desired destination and you end up stopped where the interception attempt happened. Intercepting an enemy which is moving away incurs a disadvantage.

Action Phase
A character can attack during this phase.
Other than attacking, a character can perform the following actions: Search, Ready, Help, Dodge, Escape, Hide, Disengage, Dash, or Use an Object.
To dash during the action phase means you get to move again in lieu of attacking. You can do this provided you are not engaged.
Extra Movement
Any ability/skill/spell/feat/item that gives movement beyond the standard 30ft movement for characters gets converted to “as a bonus action you can move the extra distance during the action phase”.
Example: A character with 40ft movement can move normally during the movement phase. Then during the action phase the character can use a bonus action to move 10ft.

RP Reroll Dice
The DM may choose to grant an RP Reroll token for good Role Play. This token can be traded to reroll any dice roll at any time. These tokens can be traded with other players.

Ready Actions
A ready action trigger lasts until your next action phase. As per normal rules it still uses your reaction for the round in which the trigger happens. As per normal rules ready actions can be attacks or movement. You can move normally as part of your reaction to the trigger provided you haven’t moved that round. You can optionally use the Extra Movement rule, using your bonus action, to move instead.
Example 1: You take a ready action during round 1 establishing a trigger and response for a future event. During the action phase that trigger occurs. Your reaction for that round is used and you take the desired action.
Example 2: You take a ready action during round 1 establishing a trigger and response for a future event. During the movement phase of round 2 your trigger occurs. Your reaction for round 2 is used and you take the desired action.

Bonus Actions
A bonus action can be used during either the movement or action phase with one exception: bonus actions that grant an attack can only be used during the action phase.

Active House Rules

KnightSquareTable kvsfoofin