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General house rules: -At the beginning of every session, Every PC is allowed to say something about his

character. It can be as meaningless as a particular dish they really liked in their hometown that only that one
chef could prepare accurately or as profound as character-defining events that's in their backstory and may be
used to explain a lot of their behaviors and motivations.
In any case, whenever you opt to say something new about your character, you gain inspiration (5e).These
things will be in character.
Alignment as a Scale: rather than be lawful good or whatever, alignment is a set of two percentages. One w/
good and evil and one w/ lawful and chaotic. If you do something good like save the town then you're good
score goes up and the bad goes down by the same amount.
Fast Turns: You get a +1 to damage if you take your turn in less than 60 seconds.
If you cleverly evade a fight you get the xp for that fight and eventually bonus xp.
• Drinking a potion takes a bonus action
For every 2 int ability scores above 10 you can take 1 extra skill, apart from the Wizard.He will get the same
rules but for charisma or wisdom.
Choose some images for you tokens for roll20.
DISARMING OPTIONAL RULE VARIANT

A creature can use one of their weapon attacks to knock a weapon or object from a target's
grasp. The attacker makes an attack roll contested by the target's Athletics check or Acrobatics
check. If the attacker wins the contest, the attack causes no damage and the defender drops
the item.

Modifiers
• The attacker has disadvantage if the target is holding the item with two or more hands.
• The target has advantage if it is larger than the attacking creature, or disadvantage if it is
smaller.

Results
• For every 5 points higher than the defender's ability check, the attacker may send the item
flying to land in a space 5 feet from the target.
• If the weapon object lands in the same space as the defender, either creature can use their
Reaction to try to catch the object with an Acrobatics check (DC is 10+base damage die).
• If both parties try to catch the object, the higher successful roll wins.

Experience
 Earning EXP – Milestone mechanism, but I will also track xp distributed evenly among the party.
 Level-up – You level up during a long rest in which you have to dedicate 2 hours to train, read, etc
in order to ascend to the next level.

Player, Behavior, Game Behavior & DM Expectations
 Cellphones & Digital Devices – If you have a call and have to necessariyl take it then we can
take a break, however I would prefer that this happen as rarely as possible.
 Player Attention – If you are distracted (phone, other things), then that is on you and I will treat
that as your PC being unattentive.
 Unannounced dice rolls – you have to announce all dice rolls and let me know what you are
trying to do so I can determine a DC beforehand.
 Dice rolls against one another – we have to come to a choice: either each player can affect
one another with a dice roll: persuade, intimidate etc or not.I as the DM vote yes.
 Player Vs Player – it is allowed only when all the party agrees on it and on.After that, the
conclusion is up to the PVP players: is it to death, first hit, etc.I generally do not allow outright battle
between PCs, but in other circumstances: when one wants to instantlly kill a prisoner and another
intervens to block him, that is an ok dice roll against another player, but not an outright fight.
 PC Secrets – you are allowed to keep any in game secrets.Generally, I will try to give any
important info only to the player who can know about it. example: language, secret info by faction etc
 Factions- we have to agree: all a single faction, more than one, free for all?
 Player Expectations, Types, Goals & Diversity – Many people have different ideas of fun
when it comes to DnD: combat, minmaxing, RP, kingdom building, exploration, dungeon crawl, etc.What
are you expectations or what do you like to do when playing dnd?
 Player Discomfort – the game will get somewhat graphic at some point, I am talking mainly
torture, are you all right with it or should I keep that as low as possible and you also?
 Player Agency – there will be times when your PC will maybe come out of your control by means
such as: mind control, posession, etc.
 Game Balance & Fairness – Chult is a big place and you can easily encounter things that are
way stronger than you.However, some common sense will keep you far from them.Also, do not expect
that I will throw encounters balanced for you as there are a lot of situations, especially at the beggining
where running or diplomacy is ideal
 Rules Debates – Generally I do not pause to look up a rule.I will wing it on the fly, then look it up
afterwards and if it is really important or different I will let you all know about it and play by it thereafter.
 Spotlight Sharing – You will all probably each have your own thing at which you will be
good.There will be times when the limelight will be on only one or two of you and I would like that the
rest of the party be respectful of that.Example: you are harassed by the city guard over a false
claim.The bard tries to bring the truth to light since he has skills for socializing.The barbarian unseahtes
his sword and stabs one guard.
 Meta-knowledge – Generally not allowed.Though if you can fit in realistically in your backstory
then I will allow it.
 MinMaxing – I welcome optimized and unoptimized characters alike.In reality, you will all have
some benefits.
 Character Party fit – you can play anything official you want(class and race).So I do not want
people to feel forced to take a certain role/class/race.However, I very much do not like the loner
character who is just there for the fight and makes no social interactions.It is ok to be reserved or to not
want to share much info about your PC, but you have to interact with each other and the world around
you.
 Murder Hobos – I understand that DnD historically encourages this kind of play.However, be
mindful that there are always in game consequences, as realistical as possible.Example: played a
campaign the PCs killed a leader of the Flaming Fist and afterwards their were public enemy nr. 1.
 Other behavior rules - Perhaps this is where you tell your players to be respectful to one
another, or be communicative.
The DM
 DM Style – I go prep havey for my sessions.Generally ToA is kind of a sandbox style game to a
point, so I will try and not railroad you.However, you must know that some NPCs know only some
information etc.
 Player Absences – I would like that the proposed schedule remains as fixed as possible, but I
can work with a bit of reprogramming a session.That will be the case when more than 1 player will be
absent.Other than that, when only 1 is absent we will continue the story and the absent player’s char
will be considered as not being there generally and in combat controlled by me.Will try not to get
him/her killed, gravely wounded, etc.
 Player Narrative Authority – You can create your own tribe, clan, city even diety or
patron.For the last two it is a bit harder since I will want details about his/her goals, intentions, morals,
why did it give you power, how pious you must be, etc.
 Pet Peeves - This is where you can discuss your own personal pet-peeves. Things about the
game that really bother you as a DM. It is ok to have them, even though you may would rather avoid
them. Just remember that when discussing them, your coming from a place of kindness & doing so to
inform them so to avoid issues later on.
Ethic Concerns & Topics- do you think you have any offlimits topics? – racism, homophobism,
etc in the DMs.
 Attraction & Sexual Orientation - DMs consider discussing the possibilities of attraction or
sexual orientation of both the PCs & the NPCs & the populous, in general, in your setting/campaign. Are
there cultural stigmas on select sexual orientations that span across multiple races? or does each
race/culture have different views that vary? or does each individual make this decision for themselves?
Does religion, does government have an effect here? Are some cultures, religions or governments that
are more accepting than others? You may want to ask if it is alright for their character to experience
attraction from others that may not match their personal views as a player. You may want to ask if they
will be unconformable as a player with seeing interactions in character that may not align to their
personal views.
 Rape, Sexual Assault - DMs what is your stance on this topic? Are characters allowed to have
had this happen in their background/past? Maybe you do just limit it to the past, but never the present.
Can it happen to NPCs but not PCs? Are characters allowed to perform these acts? If so, is it done only
'off-camera'?
 Racism, Prejudice - Is this a fantasy setting where people are judged by their deeds & merit, on
a person by person basis? Or do Elves hate Dwarves?, if so why? Perhaps all the demi-human races
view the goblinoid races with disdain? Is it a race by race thing? Perhaps its all faction based? Which
cultures or races are more open-minded, which ones are hugely xenophobic, which ones feel that their
culture/race is superior?
 Slavery – is allowed and widespread.
 Conclusion - After you have discussed this topics, it maybe best to conclude with a reassuring
follow-up. Remind there players that these are being discussed now to avoid player discomfort later on,
so that everyone can have a fun game. Remind players that at any time, even if it goes against what
you agreed upon, or what was discussed during a Session-0 that they feel uncomfortable, to please say
something.
Character Creation
 Creation Questions - Why is your character an adventurer?, How is your character connected
to at least one other character in the group?, Who are your characters parents, siblings, mentors, etc?,
how or why did you char become his class? Why do you care about the mission?
 Creation Stats – point buy classic.Starting gear or gold.
 Alignment – I view this as somewhat vague generally so you must not concern over it very
much.However, if you are a paladin, then you have your oath which you have to respect.If you are a
cleric, then you have your diety’s morals and if you have a patron then his or hers contract clauses.
 Stat rulings – Generally a char with 8 is considered bad ad doing something so I want that to
reflect into the game.Strenght- you will look very weak.Dex- gelly hands(will probably give you rolls for
some more things that normal ppl can do easy enough- carrying boxes with cargo, fine or precise work),
Con- will look pale or sickly,Int- can’t read or write, Wis- less details for a succesful check, Cha- just bad
at socializing or reading the situations.
 Other Creation Rules – I will use Renown rules for those in factions.
Campaign
 Type of Game – More sandbox style and player oriented.The world will mainly react at what you
do, but being at level 2 you are not exactly central pieces to the world.
 Campaign Length Till level 11-12.I think that on a weekly basis it will take around 3-4 months.
 In-game Adventurers – you will all be adventurers within an adventuring guild.It is as most
other artisan guilds, so no big shots influencers there.Think of it as an embassy for adventurers.You can
go there for basic info when you arrive in a city, contact your country via messages, get spells cast for
you and have a basic kind of recognition(bronze, silver, gold, orichalcum, diamond, platinum).You will
start either as bronze or silver, but must explain why and how did u get there.In your faction you will be
either level 1 or 2 of influence.But you can’t be level 2 in both.
 In-game politics & factions – You can be part of a government or an organisation other than
the adventure guild and faction, but nothing major.The factions at play in this campaign will be: Red
Wizards of Thay, Flaming Fist, Giants from the north.You can make your backstory in a way to have
some knowledge about one of this factions(only 1, since they are far and wide apart)
 Start/Standing – you will start at level 2.You can make it that you are either a nobody or
somewhat known in a faction, guild, hometown, etc, but again nothing major.
 Character Context – you chacatert may know some info you don’t.If he is a citizen of
Waterdeep, he surely knows of the laws and lords from there.If knowledge the char has is basic then I
will tell it to you if asked or when in an appropriate situation.For more complex or precise info there will
generally be history checks.
Backgrounds, Feats & Mounts
 Backgrounds – model backstory after the background, not necessarily all, but a good chunk of it.
 Feats – Every feat is allowed except for Lucky.
 Mounts – are allowed and I use the 'unstated mount rule'- you do not need an action to control
your mount.
General Mechanic Rules
 Ready an Action - DMs, this is confusing. It might be a good idea to cover & discuss this
mechanic with your table. Consider perhaps going as far as to break it down step-by-step the
requirements for using this feature, the cost, & risk involved.
 Bonus Actions - You may want to clarify what a bonus action is, & when it can be taken and that
wording is important. How do bonus actions work in relation to the Ready an Action. If you use any
house-rules for being able to use a Bonus action as an Action, then list & define that here, or any other
rules you have for bonus actions.
 Repeated Party Rolls -
 Downtime/Crafting – there will be downtime and rules for it will apply: living cost, activites, etc.
 Additional mechanic rules -
Inspiration
 Gaining Inspiration – I award inspiration, rarely however.
 Tracking Inspiration - Does the player with inspiration get a special dice? a special token? Can
you keep inspiration from the end of one gaming session to the next gaming session? Can players
SHARE inspiration freely with one another?
 Spending Inspiration - How does a player spend inspiration? Does inspiration & bardic
inspiration provide some sort of super inspiration? If a player somehow has a pool of inspiration tokens,
can a player use spend more than one of those on a single roll? Can a player use Inspiration after
seeing the result of the dice, or does it have to be declared before?
Advantage, Disadvantage & Ability Checks
 Stacking - As a DM, do you allow multiple sources of disadvantage/advantage stack? Does this
stacking only apply when one is used to cancel the other? Even if they stack, do you still only roll with 1
additional advantage/disadvantage dice?
 Giving Aid - Does providing aid, provide straight advantage; or perhaps does the PC giving aid
need proficiency in the skill they are using in making the check? Are those perception checks or the
Search actions, exempt from this ruling? Is there a time limit on the kind of task that PC an provide aid
for?
 Multiple Attempts – I generally do not allow multiple attempts on a check.It depens heavily on
the situation.
Crits
 Critical Hits - RAW? or do you roll & add maximized damage & then add modifiers? Maybe you
will allow your players to choose for each campaign? Maybe you have an alternate method; if so, what
is it?
 Critical Fumbles – we play with them, not in combat
 Critical Success - same
 Critical Fail - same
Sneaky
 Stealth - Do you allow stealth movement in your game? How is accomplished? Do you require
that the movement be immediately from one hiding spot to the next? Can stealth be accomplished in
combat, or is it only out of combat? Consider taking the time to emphasize how Stealth/hiding in D&D is
greatly different from what players may have experienced in video-games.
 Unseen Attacker - What does it mean to be an unseen attacker? How does cover play into
effect here? How actions/things causes an unseen attack to become revealed? How does such an
attack go back to being an Unseen Attacker? Can enemies even 'target' an unseen attacker?
 Hidden/Hide Action - What does it mean to be hidden? Can a hidden creature be a 'valid
target'? If they can, what penalties does the attacker have against the hidden creature? What
actions/things causes an hidden creature to become un-hidden? How does such a creature go back to
being Hidden? Can a hidden creature clearly attack an un-hidden creature without penalty?
 Invisibility - What does it mean to be invisible? Can an invisible creature be a 'valid target'? If
they can, what penalties do they have? What actions/things causes an invisible creature to become
revealed or a target? How does an invisible creature go back to being un-revealed?
 Traps - Do you as a DM use the new Unearthed Arcana rule-set for traps? Are traps a heavy
feature in your game? How often can adventurers be expected to encounter a trap? Do
overcoming/defeating traps provide EXP? If so, how much EXP can players expect?
NPCs/Creatures
 Group Inits - As a DM, do you use them? If so, how? Do you break up large groups into smaller
ones? If you do not use Group Inits, what do you use instead?
• Group skill checks: If DC is 15 and there are 4 players, then the DC is 60, and everyone rolls and adds up
their totals, the better rolls can help the lower rolls
 Vendors – some vendors will haggle otherw wont
 Other Creature rules - List any other creature rules you may have. Creatures in particular you
may want to consider discuss are; Lycanthropes, Vampires, Intellect Devourers, Basilisk, & Medusa.
These are the creatures that potentially have the likelihood of taking away player agency. (If there are
other creatures that are 'agency thieves' that I failed to think of, post below & I will update this list.)
Magic Items
 Attunement/Identify – is RAW
 Magic Resize – magical items automatically resize for someone on a long rest.
 Other magic item rules - List any other magical items rules you may have.
Spells & Spell Effects
 Additional/Customized spells - Elemental evil spells, do you allow them? Do you allow
spells from the Unearthed Arcana: That Old Black Magic? Do you allow for homebrewed spells? Do you
allow any class to make tweaks to spells, or do you limit that kind of thing to only the Sorcerer? If spells
can be tweaked, what kind of tweaks can be made? Damage-type? Range? Duration? etc.
 Spells Vs Environments - Do spells work differently in different environments? Do fire spells
work underwater? what about lightning spells underwater? Do ice spells work on the Plane of Fire? Do
you have guidelines or do you make judgement calls when such circumstances happen?
 Spell Abuse - As a DM how do you handle things if a caster starts using spells abusively? What
do you consider to be spell abuse?
 Spell Casting & Juggling - Do players need to keep track of which hand carries their
components, which hand they use for somatic gestures, which hand they use for foci, which hands
holds their spell-book, & which hand they use for weapons? Or perhaps as DM, you don't care as long
as it isn't breaking the action economy? Do you strictly enforce spell-casting rules via RAW, or do you
allow some leniency?
 Material Components - Do spell casters need to keep track of what components they have? or
can they just simply deduct 50gp for that diamond they need for Chromatic Orb? Perhaps you decided
to wave all the material cost of spell components for spells below 6th level? Consider discussing what
you as a DM expect from your caster players.
 Spell Tweaks - DMs list your spell tweaks here. Perhaps the Grease spell is flammable? Maybe
you found on reddit a better version of True Strike cantrip that you would like to use. Maybe you
renamed Chill Touch so that its name is less confusing? Maybe you tweaked/expanded on how Charm
& Illusion spells work? Perhaps if the Bard can make his/her Vicious Mockery funny enough to make
you laugh, it auto-crits?
Death, Resurrection, Resting
 Death - What happens when a PC dies? What happens when there is a TPK? Does the game
end? Does it mean that time passes & events progress a certain number of years before the players
can create new PCs? Should every player have a backup character ready to go? Make sure your
players know what it means when these events happens; this is something often
forgotten about that brand new players need to know.
 Resurrection - What options, in the setting or in the game, do players have for resurrecting fallen
PCs? Is this the privy of high-level PCs & Gods, or can anyone bring the corpse of a fallen ally to the
resurrection temple & pay a huge sum of money to resurrect a character? Do you have an alternate set
of Resurrection rules. Did you pick up the rule-set that Mat Mercer recently refined for his PC
resurrections? Even if you follow resurrection RAW, what impact does resurrection have in-game? Is
this a common occurrence in this setting? or is it something special & unique? Will characters be
expected to go get a special Mcguffin (like unicorn blood, angel tears, phoenix down) otherwise
resurrection spells will automatically fail?
 Death Rules - DMs if you have game mechanic rules for when PCs die, discuss them here. What
about Massive Damage rules; does it outright kill you? A common rule seems to be Death Exhaustion:
When a character regains 1hp from after being dropped to 0hp, that character gains one level of
exhaustion.
 Resting Rules – There can be 2 short rests between a long rest.A long rest does not start with a
short rest.Resting in dungeons and other dangerous areas is tricky and requires careful
planification.The effects of the rest are applied at then end of it.A LR is 8 hours and you must generally
sleept 6 hours out of it and 2 you can keep watch or do light activity.

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