Dungeon Crawl Ground Rules

Dec 7, 2019 2:59 pm
The following ground rules for making the dungeon crawl experience move a little more swiftly

1. Assume that Sasha always takes 10 on trapfinding, and if necessary, Avaline can act as backup for finding/disabling (she's also trained in those).

2. Anyone can decide which way to go, and by default we all agree to follow without having to post agreement. If the DM knows there's something that requires a little more discussion, he can slow us down.

3. Enforce a time limit on deciding which way to go before the DM decides for us. 24 to 36 hours without a decision and you'll be moved forward, or randomly if there is a choice.
You can discuss alterations or additional things in here, and I'll update the top post as needed.

Other questions are: do you want to roll your own initiative? Do you want to roll your own perception or history or linguistics or religion when needed to decipher let identify hieroglyphs/statuary/paintings?

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