Difference between revisions of "Dusken Glade House Rules"

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* Each rank of Exploit has a minimum proficiency bonus required for a character to learn them.
 
* Each rank of Exploit has a minimum proficiency bonus required for a character to learn them.
 
* To learn an Exploit above Rank 1, the character must have two Exploits of the rank beneath it. Once two Exploits are used to purchase a higher rank Exploit, they do not "count" towards the purchase of others.
 
* To learn an Exploit above Rank 1, the character must have two Exploits of the rank beneath it. Once two Exploits are used to purchase a higher rank Exploit, they do not "count" towards the purchase of others.
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{| class="wikitable" style="margin: 1em auto 1em auto;"
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
! Rank || Prof Req || Time to Learn || Cost to Learn
 
! Rank || Prof Req || Time to Learn || Cost to Learn

Revision as of 15:37, 19 October 2019

Actions

Ready (Action)

  • When you Ready an action, in addition to declaring a specific action and what triggers it, you may also declare how much movement you are allocating to accomplishing that Action.
  • Normal: When you Ready an action, you declare only that action, but no movement as part of it.

Sneak Attack

  • You can perform a Sneak Attack (Rogue ability) with a Finesse, Light, or ranged weapon.
  • Normal: Sneak Attacks can normally only be performed with Finesse or ranged weapons.

Exploits

  • This campaign will be using Exploits, from the "Martial Exploits" PDF available from the DM's Guild.
  • Exploits are taught by mentors, who know a handful of Exploits.
  • Each rank of Exploit has a minimum proficiency bonus required for a character to learn them.
  • To learn an Exploit above Rank 1, the character must have two Exploits of the rank beneath it. Once two Exploits are used to purchase a higher rank Exploit, they do not "count" towards the purchase of others.
Rank Prof Req Time to Learn Cost to Learn
1 +2 1 tenday 50 gp
2 +3 2 tendays 200 gp
3 +4 10 tendays 2000 gp
4 +5 25 tendays 20,000 gp
5 +6 50 tendays 100,000 gp

Milestone Experience

Milestones Level
0 1st
1 2nd
3 3rd
6 4th
10 5th
15 6th
21 7th
28 8th
36 9th
45 10th
55 11th
66 12th
78 13th
101 14th
115 15th
130 16th
146 17th
163 18th
181 19th
200 20th

Because this campaign will have the possibility of player characters going out of their way to seek out additional tasks, rather than depend on the old stand by of "level every couple of game sessions", I am implementing this Milestone Experience system. Milestones are earned as a group.

Milestone Rewards

  • Discoveries: .5 Milestone. Unlocking and discovering key pieces of information pertinent to the campaign can reward milestones. These pieces of information are never simple to find, and may be the result of chasing down a chain of clues or trail of other discoveries. Those who pay attention to the revelations in the game will have an easier time of accomplishing this.
  • Accomplishing Goals: 1 to 2 Milestones. Accomplishing specific goals rewards the heroes with milestones toward level advancement as well. Standard missions and tasks usually have one of these, and complex ones may have several.
  • Defeating Key Adversaries: .5 to 1 Milestones. Defeating key adversaries results in the accrual of milestones as well. This defeat doesn't necessarily always have to be in combat; outmaneuvering them so they have no choice but to abandon plans, tricking or threatening them, and even allying with them can all result in the reward of these milestones.

Downtime Actions

Unless otherwise indicated, this campaign uses the Downtime Activities from Xanathar's Guide to Everything. This campaign explicitly uses Rivals, who will be created as part of character creation. See Dusken Glade Downtime Rules for more information.

Healing Rules

There are multiple ways for characters to gain the benefit of non-magical healing.

During Encounters

  • Healing Surge: As an action, you may spend a Hero point to roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.

Short Rest

  • Tending Wounds: There are two ways to end wounds by characters during a short rest.
    • Healer's Kit: You may use one use of a healer's kit to allow you to spend as many of your Hit Dice as you like to recover hit points. You may use this on yourself or on someone else. This constitutes both of your actions during the short rest.
    • Medicine Check: Alternately, another character may make a Wisdom (Medicine) check while working on you during the short rest. This is a DC 12 check, and constitutes both of your actions during the short rest. You may make a check for yourself, but this check is made at disadvantage.

Long Rest

  • Recuperating Strength: During a long rest, characters recover up to half of their Hit Dice.
  • Healing Rest: During a long rest, you may spend as many Hit Dice as you like in order to recover hit points. This comes about as a natural part of the long rest.

Lingering Injuries

Lingering-injuries-expanded.jpg
  • Anytime one of the following occurs, check for Lingering Injury, using this chart.
    • When a character takes a critical hit.
    • When a character drops to 0 hit points, but isn't killed outright.
    • When a character suffers a fall of 40' or more without any kind of mitigation.
  • Make a save based on the potential Lingering Injury; this is a Constitution save, DC 10 + the proficiency bonus of the attacker. Falls are at DC 10 + 1 per 10' beyond 40' fallen.

Hero Points

  • A character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level.
  • Gain Advantage: A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw to make that check at advantage.
  • Gain a Reroll: On a failed roll, the player may spend a hero point to re-roll.
  • Healing Surge: As an action, you may spend a Hero point to roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.
  • Heroes can gain additional Hero Points through Social Traits.

Social Traits

  • Personality Traits: These are simply quirks and habits of the character. They do not gain Hero Points.
  • Bonds: These are the entities, places, and things that that character holds dear.
  • Ideals: These are the personal beliefs and philosophies that drive the character's decision making.
  • Flaws: These are the limitations, weaknesses, vices, and phobias that inhibit the character in some way.

Player-Generated Difficulties

  • When you roleplay your character's decision making with these in mind, you can gain additional Hero Points.
  • You must make a decision that is unwise, tactically unsound, or otherwise causes difficulties for you or the other PCs.
  • If this decision is motivated by one of your Social Traits, the DM may grant you an extra Hero Point.
    • Bonds can motivate decisions in order to preserve or assist your Bonds.
    • Ideals can motivate decisions as part of upholding that belief or philosophy.
    • Flaws can motivate decisions because of the character's limitations or weaknesses.
  • If you make such a choice, inform the DM of your doing so, and indicate which Social Trait you are motivated by.
  • If the DM agrees, they will award you 1 Hero Point. You may only gain 1 Hero Point in this way per encounter.

DM-Generated Difficulties

  • The DM may also choose to take advantage of your Social Traits in order to make the scene more difficult.
  • The effects of this may vary, but can include the triggering of traps, arrival of additional enemies, the infliction of disadvantage on a PC's roll or the addition of advantage to an NPC's roll.
  • When the DM does this, they will award you 1 Hero Point. You can only gain 1 Hero Point this way per encounter.

Magic Item Attunement

  • Characters can attune a number of magic items equal to their Proficiency Bonus +1.

Equipment

Add the following equipment and rules to characters.

Resting in Armor

Resting in medium or heavy armor is possible, but not comfortable. If you take a long rest in medium or heavy armor, the following rules apply:

  • You may only recover half the normal hit dice.
  • You may not roll any hit dice to recover hit points.
  • You do not recover any exhaustion levels.
  • Any Constitution saves made the next day are at +1 DC. This increases by +1 per subsequent night of sleep in armor.