Etiquette and Houserules

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Jun 7, 2015 3:47 pm
Etiquette and Guidelines... for keeping the game moving

1. If your post might require a roll, add a d20 roll to it (and include appropriate modifiers if you have a good guess at what the roll might be)

2. If you are going to be unable to post, let everyone know in the OOC thread AND include an expected return date (after which I will move the game on even if you haven't posted)

3. If you are going to be unable to post and the party is engaged in combat, indicate to the GM a default series of actions your character will take when their turn comes up.

Combat Initiative
Enemy Initiative will be the AVERAGE of all monster initiative rolls. Player initiatives is the AVERAGE of all player rolls. Combat proceeds in Us vs Them fashion, with players taking their actions in whatever order they post during the Player Turn.

House Rules and Judgement Calls
Short Rests
Minimum of 10 minutes. For each block of 10 minutes you may spend 1 hit die or recover 1 ability that may be recovered during a short rest.

Inspiration
To allow me to be more free with dishing out inspiration, there's no limit on how much Inspiration you can have. You can only spend 1 Inspiration point per round, however, so stock piling isn't strictly a good idea. I tend to be generous with Inspiration as long as players are generous with roleplaying. If your character acts in a way that is in line with their flaw/bond/ideal that hinders the parties objectives, you'll get inspiration (but be reasonable, I'm not trying to encourage constant stalling, I'm trying to encourage interestingly flawed roleplaying).

Shields as Weapons
1d4+Str bludgeoning damage, ignores swarm resistance to bludgeoning damage

Distract (Action)
Standard Action: Draw Attention - You harass the target in such a way that it is forced to focus its attention on you. The next attack made against it before the start of your next turn has Advantage.

Wizards and Spells
Each level after the first, a wizard may add 1 Spell to their Spell Book that is of a level that they can cast. This is in addition to the normal rules for adding spells to a wizard spell book.
Jun 7, 2015 7:05 pm
Three simple rules! Thank you Candi.
Jun 7, 2015 11:57 pm
Makes sense. Thanks Candi!
Oct 26, 2015 10:18 am
Edited in the inspiration rules (which we've been using, but I hadn't recorded here):

Inspiration
To allow me to be more free with dishing out inspiration, there's no limit on how much Inspiration you can have. You can only spend 1 Inspiration point per round, however, so stock piling isn't strictly a good idea. I tend to be generous with Inspiration as long as players are generous with roleplaying. If your character acts in a way that is in line with their flaw/bond/ideal that hinders the parties objectives, you'll get inspiration (but be reasonable, I'm not trying to encourage constant stalling, I'm trying to encourage interestingly flawed roleplaying).
Oct 27, 2015 11:44 pm
Hello everyone. I apologize if my posting rate is slowing things up at all. I'm doing my best to check every other day or so but having a four year old running around at home makes free time a premium!
Oct 28, 2015 2:53 am
I think you have 2 or 3 actions to take. And I totally understand the situation you're in, being in it myself.
Oct 28, 2015 3:10 am
Dammit, I thought kids are supposed to get easier the older they get! (I have a 6 1/2 month old...)
Oct 28, 2015 11:39 pm
Moofsalot says:
Dammit, I thought kids are supposed to get easier the older they get! (I have a 6 1/2 month old...)
Easier in a lot of ways and harder in others! He likes to play legos with me a lot when I get home. How can you turn that down?!

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