Jan 18, 2023 9:09 pm
Game Information
House Rules, details on how I run the game. This should help you make an informed decision if this game is a good fit for you.
HOUSE RULES
Change Spell Trappings
You may change a different trapping (damage type) for spells as long as the rest of the spell mechanic is the same. Examples: fire bolt becomes necrotic bolt, heat metal becomes freeze metal, fire ball becomes lightning ball etc... This gives you more options to customize your character.
Reskin Weapons, Armor and Equipment
You may change what equipment, weapons and armor look like as long as the game mechanics of changed item are the same. This gives you more options to customize your character.
Natural 20 on Initiative
The player may choose to either have Advantage on the first action or may use Dash as their bonus action at the beginning of their turn.
Critical Hits
You max your normal damage dice you would roll regularly and add your damage modifier (usually Str or Dex). Then roll all of the extra dice you would get on the critical hit and add it all together. This makes the critical hit more dramatic instead of rolling ones and twos on your dice doing less damage than a normal hit. (This is not for GM run NPCs)
Critical Failure, Sometimes?
Most rolls of a 1 on a 20 sided dice will be a normal failure. There may be occasions I provide a consequence of a Critical Failure. I will let you know when the critical failure is in play and what the outcome will be prior to you rolling. If you choose to go ahead and the outcome is a critical failure, I expect that you will not argue, accept the results and we all move on. After all it was your choice to proceed at that point.
Inspiration
Every player starts with inspiration that refreshes every week on Sundays at 12:00AM Mountain Standard Time. This Inspiration cannot be saved or given to different player to use. This inspiration may be used for a reroll. Reason, sometimes the dice do not go your way. This gives you a little more control over rolling poorly. A Critical Failure, Sometimes? cannot be rerolled using this Inspiration.
Long Rests
You cannot take a Long Rest in a place that is not safe. Safe places will usually include: your home, party base, an inn, home of an ally etc. . . Examples of unsafe places: dungeons, wilderness, caves, in an enemies lair, city streets, inn located in dangerous areas of the city, etc . . .
Going unconscious and Death
After deep thought, I’m going rules as written.
No Passive Perception: I do not use Passive Perception
House Rules, details on how I run the game. This should help you make an informed decision if this game is a good fit for you.
HOUSE RULES
Change Spell Trappings
You may change a different trapping (damage type) for spells as long as the rest of the spell mechanic is the same. Examples: fire bolt becomes necrotic bolt, heat metal becomes freeze metal, fire ball becomes lightning ball etc... This gives you more options to customize your character.
Reskin Weapons, Armor and Equipment
You may change what equipment, weapons and armor look like as long as the game mechanics of changed item are the same. This gives you more options to customize your character.
Natural 20 on Initiative
The player may choose to either have Advantage on the first action or may use Dash as their bonus action at the beginning of their turn.
Critical Hits
You max your normal damage dice you would roll regularly and add your damage modifier (usually Str or Dex). Then roll all of the extra dice you would get on the critical hit and add it all together. This makes the critical hit more dramatic instead of rolling ones and twos on your dice doing less damage than a normal hit. (This is not for GM run NPCs)
Critical Failure, Sometimes?
Most rolls of a 1 on a 20 sided dice will be a normal failure. There may be occasions I provide a consequence of a Critical Failure. I will let you know when the critical failure is in play and what the outcome will be prior to you rolling. If you choose to go ahead and the outcome is a critical failure, I expect that you will not argue, accept the results and we all move on. After all it was your choice to proceed at that point.
Inspiration
Every player starts with inspiration that refreshes every week on Sundays at 12:00AM Mountain Standard Time. This Inspiration cannot be saved or given to different player to use. This inspiration may be used for a reroll. Reason, sometimes the dice do not go your way. This gives you a little more control over rolling poorly. A Critical Failure, Sometimes? cannot be rerolled using this Inspiration.
Long Rests
You cannot take a Long Rest in a place that is not safe. Safe places will usually include: your home, party base, an inn, home of an ally etc. . . Examples of unsafe places: dungeons, wilderness, caves, in an enemies lair, city streets, inn located in dangerous areas of the city, etc . . .
Going unconscious and Death
After deep thought, I’m going rules as written.
No Passive Perception: I do not use Passive Perception