Campaign Rules and guidelines
- Point buy or Array scores when creating characters. Varied rules for both.
- Healing potions administered to self only take a bonus action. When taken as an action healing potions heal max.
- Critical hits don't double the dice. Roll the dice like normal and add max.
- Initiative Crit success/failures transfer to first turn. On a success or failure the player on their first turn will have advantage or disadvantage on next action, respectively.
- Death saving throws are done behind the DM screen. [This is to prevent metagaming and increase tension to saving that PC]
- Death saving throw actions. When a player character is supposed to go unconscious they are still able to perform these actions, but remain prone: 5 feet of movement and able to speak 1 word per turn.
- Most abilities will be passive, except when doing something outside normal capabilities. [limit time people roll, and to encourage more roleplaying]
- Spell fatigue is possible. Spell fatigue becomes a factor when spells cast outside available spell slots are used. Look up Spell fatigue for more information.
- Group Checks are done, one person will be making the roll, and everyone around can assist in some way. if multiple types of checks can be done, that will be a separate roll, but players already assisting or rolling cannot also choose to assist in that roll.
- Leveling up is a slow process, but plenty of ways to feel progress. Character Talents will be available as well as Character Boons.
- You can add extra languages or Tool proficiencies up to your intelligence modifier to your character's known languages.
- Talents are available for use. They will not be automatic, but the DM will inform you when you can add them to your character sheet.
- Bonus Feat at Level 1. Although not necessarily needed, this is always a good time to use those less then effective combat feats. Some skills, tools, or further can provide better outside combat effects.
- Cold and Hot Temperatures https://rpgbot.net/dnd5/dungeonmasters/temperature-and-weather-rules/
Guidances
- Magic items can only be identified in three ways without the identify spell: Arcana, History, or Religion checks.
- Metagaming enemy monsters will be ineffective. Monsters are homebrewed a little to prevent this from being a good idea. Ex. A Fire Snake might be able to absorb cold damage as a reaction to redirect it.
- Make a profile of your character. There are websites where you can design a digital representation of your character like Heroforge or Herobuilder. Provide a copy of that profile to the DM for them to use. To let other players and the DM fully understand you and your playstyle use campfires, long rests, and tavern rooms to make simple interactions to build characters relationships.
- This is a game. If you are not having fun, message me, call me, or in some way contact the DM to let them know. We can adjust the play style or other aspects to try and make it a better experience. If you have an issue with a player, it is always better to talk to them directly. Involve the DM if the problem persists, but always try to resolve any issues at the lowest level first.
- As this is a game of chance; know certain events might happen that you disagree with. The DM should try to make aberrant rolls not so destructive to the overall game, but these things sadly happen.
- Actions need to have consequences. If you simply skin an intelligent humanoid or if you go to a city and steal or kill and are caught you will become a pariah. Even evil characters know to hide the dirty deeds they do, otherwise they never become the big bad.
- Help Action For Skills Require Proficiency. Someone who lacks the finesse of working with tools would only cause things to be more difficult.
- Revivify, Raise Dead and Resurrection leads to 1-2 levels of exhaustion upon revival. Depedent on how many failed saves to successes
Entry for WorldEmber 2020
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