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dmw71
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Posting Rules

#2 Post by dmw71 »

Expected Posting Rate
Expect for this game to update once per week. Maybe twice.


Meaningful Posts
I make every effort to end each of my updates with a decision for the group to make. While I do not expect a fully detailed and drawn out plan with every response, please work to make sure your updates reflect a specific action (or preference of action) for your character that addresses the decision at hand, and is not just some vague statement that does not lead the group anywhere.


NPC'ing
In order to keep up a consistent pace of play, any player not posting for their character before the DM submits their update stands to have their actions NPC'd. Players can (and should) provide default actions for their characters, but the DM will always attempt to play the character intelligently and in a logical manner.



Excessive Absences
Any player consistently or frequently failing to meet the expected posting deadline risks being removed from the game. The DM will attempt to contact the "missing" player before issuing any official warnings or taking other, more drastic measures.
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Player Rolls

#3 Post by dmw71 »

Roll Timing
I do not carry over or "bank" rolls. Any roll posted but not used will be considered burnt and will not carry over to a future round.


Missing Rolls
Any required rolls not provided by the player will be produced by the DM.
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Rolling Ability Scores

#4 Post by dmw71 »

Rolling Ability Scores
All players will generate their ability scores as follows:

Method V
Roll four six-sided dice (4d6). Discard the lowest die and total the remaining three. Repeat this five more times, then assign the six numbers to the character's abilities however you want.
Chapter 1: Player Character Ability Scores > Rolling Ability Scores > Alternative Dice-Rolling Methods
Die Roller Macros
The 'Roll Stats' option in the Unseen Servant Dice Roller will not be used under any circumstances. Only ability scores generated using the following macros will be accepted (this will require two rolls; one for each macro below):

Set 1: [4d6c1], [4d6c1], [4d6c1]
Set 2: [4d6c1], [4d6c1], [4d6c1]



Scrap Low Sets
If the total bonuses of all six rolls are +1 or less, or your character has no score of 14 or higher, the player is free to re-roll all stats. Repeating as necessary.
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Hit Points

#5 Post by dmw71 »

Starting Hit Points
All player characters will begin play with the maximum number of hit points at 1st-level.


Hit Points Beyond First Level
Beyond 1st-level, hit points are rolled as normal. When the new hit point result is a 1:
  • The player is entitled to a single re-roll;
  • In the event of a second 1, the DM will make a single hit point roll for that character. The result of this DM roll will be final.
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Dying, Death, and Healing

#6 Post by dmw71 »

Zero Hit Points
If a character is reduced to exactly zero hit points, that character will simply fall unconscious. An unconscious character is otherwise stable, and remains so unless further damage reduces them to zero hit points (see, 'Dying').

Dying
When any character is reduced to negative hit points, they are rendered unconscious and will continue to lose 1 hit point per round until ultimately dying (see, 'Death').

Death
The optional 'Hovering on Death's Door' rule will be used in this game:
Hovering on Death's Door wrote:"When this rule is in use, a character can remain alive until his hit points reach -10. However, as soon as the character reaches 0 hit points, he falls to the ground unconscious.

Thereafter, he automatically loses one hit point each round. His survival from this point on depends on the quick thinking of his companions. If they reach the character before his hit points reach -10 and spend at least one round tending to his wounds--stanching the flow of blood, etc., the character does not die immediately.

If the only action is to bind his wounds, the injured character no longer loses one hit point each round, but neither does he gain any. He remains unconscious and vulnerable to damage from further attacks.

If a 'cure' spell of some type is cast upon him, the character is immediately restored to 1 hit point--no more. Further cures do the character no good until he has had at least one day of rest. Until such time, he is weak and feeble, unable to fight and barely able to move. He must stop and rest often, can't cast spells (the shock of near death has wiped them from his mind), and is generally confused and feverish. He is able to move and can hold somewhat disjointed conversations, but that's it.

If a 'heal' spell is cast on the character, has hit points are restored as per the spell, and he has full vitality and wits. Any spells he may have known are still wiped from his memory. (Even this powerful spell does not negate the shock of the experience.)"
Healing
In order to receive any mechanical benefit from a rest, a ration must be consumed.

---

Edit: Also see this post.

---

Notes
1. Regular monsters are considered dead at zero hit points (special monsters or the BBEG will be treated as players in regards to death and dying).
2. A character with the 'Healing' non-weapon proficiency will have the same affect as a 'cure' spell, above.
Chapter 5: Proficiencies (Optional) > Nonweapon Proficiencies II > Nonweapon Proficiency Descriptions > Healing
Chapter 9: Combat > Character Death > Character Death
Chapter 9: Combat > Character Death > Hovering on Death's Door (Optional Rule) (DMG)
Last edited by dmw71 on Fri Apr 03, 2020 4:28 pm, edited 1 time in total.
Reason: Edit: Added link to OOC explanation.
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Levels and Training

#7 Post by dmw71 »

Level Limits
Racial level limits will be enforced, but I will allow demihuman characters to increase their max level with the bonuses from the 'Table 8: Prime Requisite Bonuses' table.



The rest of this, we'll see how it goes...

Level and Training
At least to start, the 'Training (Optional Rule)' rules are going to be used. Highlights of the training process:
  • To train, a character must have a tutor or instructor. This tutor must be of the same class and higher level than the one the character is training for;
  • The tutor must also know the appropriate things:
    • Fighters specialized in a given weapon must find a tutor also specialized in that weapon.
    • Mages seeking to study a particular spell must find a tutor who knows that spell.
    • A thief seeking to improve his lockpicking must find a higher-level tutor more accomplished in lockpicking.
  • Since not all characters are suited to instructing others, any player character who attempts to train another must make both a Wisdom check and a Charisma check:
    • If the Wisdom check is passed, the player character possesses the patience and insight to nurture the student.
    • If the Charisma check is passed, the character also has the wit, firmness, and authority needed to impress the lessons on the student.
      • If either check is failed, that character is close, but just not a teacher.
      • If both checks are failed, the character has absolutely no aptitude for teaching.
  • The character must pay the tutor.
    • There is no set amount for this. The tutor will charge what he thinks he can get away with, based on either greed or reputation.
      • The exact cost must be worked out between player character and tutor, but an average of 100 gp per level pr week is not uncommon.
  • Finally, the player character must spend time in training.
    • The amount of time required depends on the instructor's Wisdom.
      • Subtract the Wisdom score from 19. This is the minimum number of weeks the player character must spend in training--it takes his instructor this long to go through all the lessons and drills.
      • At the end of this time, the player character makes an Intelligence or Wisdom check, whichever is higher.
        • If the check is successful, the lessons have been learned and the character can advance in level.
        • If the check is failed, the character must spend another week in training.
          • At the end of this time, another check is made, with a +1 applied to the character's Intelligence or Wisdom score. The results are the same as above, with each additional week spent in training giving another +1 to the character's ability score.
            • This +1 is for the purpose of determining the success or failure of the check only. It is not permanent or recorded.
Now, I have no clue how the above will actually play out. If it's a disaster, I'll work to simplify. But, I do ultimately want the training rules in place to advance the game time, and also to drain the players of coin. The costs should not be too outlandish, and since there are no listed costs for training, it's a process that can be negotiated.

A few other general thoughts about this process:
  1. Once you find a trainer, you can always find that trainer.
  2. You will not need to seek out a new trainer for each level;
  3. That trainer will always be where you found them;
  4. Finding that initial trainer may require travel. It is possible a suitable trainer will not be available in Red Larch, or whichever town the group settles down in.
    • This extra travel will take time;
    • It will create the opportunity for more encounters;
    • It also may create a situation where different characters have trainers in different towns.
      • I kind of like the potential for party debate this situation could create -- who will the party travel to find the trainer for first?
    • A few things I will consider if the above process is too cumbersome, or is causing too many problems:
      • Hit points for new levels will be awarded immediately
        • The training will "only" be required to gain new/improve existing abilities or features.
      • Once a party/player has officially decided that this character is going for training, the only role-playing in game that will be required is traveling to that trainer.
      • Once a character and trainer have connected, the rolls to determine the success and time spent in training will be made, and that required time will simply be fast-forwarded;
        • Though, the training character will be required to sit out (and a backup character put into play) if the entire party does not agree to fast-forwarding that time.
          • Multiple characters require training in different locations:
            • The group will travel to location one and drop that character off there (that player gets benched and a replacement is brought into play);
            • The group, with the first replacement player, travels to location two;
            • Etc...
We'll figure it out. It may be trial and error at first, but we'll settle on a system that works.
Chapter 8: Experience > Training > Training (Optional Rule) (DMG)
Chapter 2: Player Character Races > Racial Level Restrictions > Table 8: Prime Requisite Bonuses
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Non-Weapon Proficiencies and Languages

#8 Post by dmw71 »

Non-Weapon Proficiencies
We will be using a combination of 'using what you know' and the non-weapon proficiency system. Most characters will possess a general knowledge of most common skills; the non-weapon proficiencies you select for your character will represent areas in which your character excels.


Languages
All characters are able to speak a number of extra languages as shown in the the "# of Lang" column in the 'Table 4: Intelligence' table.

It will cost a non-weapon proficiency slot to be able to read and write any extra languages.

Chapter 5: Proficiencies (Optional) > Acquiring Proficiencies
Chapter 5: Proficiencies (Optional) > Table 34: Proficiency Slots
Chapter 5: Proficiencies (Optional) > Non-weapon Proficiencies I > Using What You Know
Chapter 5: Proficiencies (Optional) > Nonweapon Proficiencies II
Chapter 2: Player Character Races > Languages
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Encumbrance, Rations, and Movement

#9 Post by dmw71 »

Encumbrance
Encumbrance and your movement rate will be determined initially, and will only change if a significant in-game situation dictates it.


Travel Rations (Day)
  • Cost: 2 sp
  • Weight: 1 lb

Basic Encumbrance (Tournament Rule)
Please consult the 'Table 47: Character Encumbrance' table to determine your your base movement rate, making sure to add 5 pounds for clothing worn, and noting the racial starting points:
  • 12: Human, Elf, Half-Elf
    6: Dwarf, Elf, Gnome, Halfling
Then, modify those base movement rates by your encumbrance category, determined by your Strength:


Encumbrance Categories
  • Unencumbered: (Full base movement rate.)
    • 12 > 12
      6 > 6
  • Light: (Base movement rate reduced by 1/3 (round down).)
    • 12 > 8
      6 > 4
  • Moderate: (Base movement rate reduced by 1/2 (round down).)
    • 12 > 6
      6 > 3
  • Heavy: (Base movement rate reduced by 2/3 (round down).)
    • 12 > 4
      6 > 2
  • Severe: (Base movement rate reduced to 1.)
    • 12 > 1
      6 > 1
Chapter 14: Time and Movement > Movement > Table 64: Base Movement Rates
Chapter 6: Money and Equipment > Encumbrance > Basic Encumbrance (Tournament Rule)
Chapter 6: Money and Equipment > Encumbrance > Effects of Encumbrance
Chapter 6: Money and Equipment > Encumbrance > Table 47: Character Encumbrance
Chapter 6: Money and Equipment > Encumbrance > Table 50: Stowage Capacity
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Initial Wizard Spells

#10 Post by dmw71 »

Initial Wizard Spells
All wizard characters will begin the game knowing six spells, including 'Read Magic,' 'Detect Magic,' and two spells of the DM's choosing which are all automatically known.

The remaining two spells will be the player's choosing, but these elected spells will be subject to the 'Chance to Learn Spell' percentage based on the wizard's intelligence.
Chapter 3: Player Character Classes > Class Descriptions > Wizard > Wizard
Chapter 7: Magic > Initial Wizard Spells > DM Choice (DMG)
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Spell Books

#11 Post by dmw71 »

Spell Books
All starting spell books will be of the traveling variety.
  • Encumbrance: 10 pounds
  • Total Pages: 50 (Note: Each spell requires a number of pages equal to its level plus 0-5 (1d6-1) additional pages.)
    • Note: The total pages and pages used must be tracked on your character sheet (e.g. 34/50).
Chapter 7: Magic > How Many Pages in a Spell Book (DMG)
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Spell Components

#12 Post by dmw71 »

Spell Components
I do plan to use spell components, and expect the player of arcane casters to track this detail. Knowing this, please choose your spells accordingly.

Referring to the list of components on the 'Spell Components' table, all arcane casters are assumed to have the following quantity of material spell components, by scarcity:
  • Common: Unlimited
  • Uncommon: 10
  • Rare: 5
Additional or replacement spell components can be searched for, purchased, or discovered.
  • Note: Purchasing Agents may be located and utilized;
Acquisition Methods
  • FS: Field Search
  • TM: Town or Market
  • SO: Special Order
  • Auto: Automatic.

Other Notes
  • When a new spell is acquired via training, the above quantity of spell components will automatically be provided as well.
  • If a new spell is acquired outside of the training process (e.g. copy spell from scroll, sharing spells, etc...), the spell components required for that spell will need to be located before that spell can be cast.
Spell Components
Barring an unforeseen incident (e.g. damaged, lost), all spell casters are assumed to have an unlimited supply of any common or inexpensive material spell components. In the event new components are ever needed, we will resolve on a case-by-case basis.

Player's Option: Spells and Magic > Chapter 5: Equipment > Material Spell Components > The Spell Components List
Player's Option: Spells and Magic > Chapter 5: Equipment > Material Spell Components > Acquiring Spell Components
Player's Option: Spells and Magic > Chapter 5: Equipment > Material Spell Components > Table 15: Purchasing Components
Player's Option: Spells and Magic > Chapter 5: Equipment > Material Spell Components > Table 16: Spell Components
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Memorized Spells

#13 Post by dmw71 »

Memorized Spells
Unless a player specifically informs me otherwise, memorized spells will carry over from one day to the next.

At the beginning of a new game day, a player will have until the next encounter to make any changes to their memorized spells. Per Chapter 11, an encounter is described as:
Encounter wrote:"Whenever a player character meets an NPC (nonplayer character), fights a monster, or even discovers a mysterious fountain in the woods, he is having an encounter. An encounter is any significant thing a character meets, sees, or interacts with during the course of the game."
---

Player's Handbook > Chapter 7: Magic > Priest Spells
Player's Handbook > Chapter 7: Magic > Wizard Spells
"Memorization is not a thing that happens immediately.
The wizard must have a clear head gained from a restful
night’s sleep and then has to spend time studying his spell
books. The amount of study time needed is 10 minutes per
level of the spell being memorized. Thus, a 9th-level spell
(the most powerful) would require 90 minutes of careful
study. Clearly, high-level spellcasters do not lightly change
their memorized spells.

Spells remain memorized until they are cast or wiped from
the character’s mind by a spell or magical item. A wizard cannot
choose to forget a memorized spell to replace it with
another one. He can, however, cast a spell just to cleanse his
mind for another spell. (The DM must make sure that the
wizard does not get experience for this.)"
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Initiative

#14 Post by dmw71 »

Initiative
The DM will make all initiative rolls in this game, and only after all player actions have already been declared.

There will be two methods of determining initiative in this game:
  1. Group (with Individual modifiers)
  2. Individual (with Individual modifiers)

Initiative Modifiers
While there are other modifiers that will be in play, the two primary modifiers that players need to be aware of are the following:
  1. Attacking With Weapon = Weapon Speed
  2. Casting a Spell = Casting Time

If attempting any situation not listed above, the DM will specify any initiative modifiers used.
Chapter 9: Combat > Initiative
Chapter 9: Combat > Initiative > Standard Initiative Procedure
Chapter 9: Combat > Initiative > Group Initiative (Optional Rule)
Chapter 9: Combat > Initiative > Individual Initiative
Chapter 9: Combat > Initiative > Spellcasting and Initiative
Chapter 9: Combat > Initiative > Weapon Speed and Initiative (Optional Rule)
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Natural 20's (and 1's)

#15 Post by dmw71 »

Natural 20's (and 1's)
Note that critical hits and misses apply to both player characters and monsters.

Critical Hit
On a roll of a natural 20, the attacking character will do max damage for their weapon plus roll for damage normally.

For instance, a critical hit with a long sword:
  • Old: [1d8] + [1d8] + modifiers (Range: 2-16)
    New: [8] + [1d8] + modifiers (Range: 9-16)
Note: The improved critical hit mechanic above applies only to player characters and monsters in special encounters (e.g. BBEG). "Normal" monsters will still follow the previous rule, which was to roll for damage twice.



Critical Miss - Melee
A roll of a natural 1 will allow the target of the missed attack a single free counter-attack, typically with their primary weapon. In all cases, logic will dictate the situation. This free attack is in addition to any attacks the counter attacker may have (or have had) that round.
  • For example, a single orc is actively engaged in melee with two PCs. If PC #1 is attacking the orc and rolls a natural 1, the orc will get a single free attack against PC #1. If PC #2 rolls a natural 1 when attempting to hit the orc, the orc will get a free attack against PC #2. On the orcs turn, the orc will still be allowed their normal attack, even after having taken two retaliatory strikes.

    If the orc rolls a natural 1, whichever PC the orc was targeting with the missed attack will get a single free attack against the orc (not both PCs).

Critical Miss - Ranged Attack
A natural 1 on a ranged attack is just a bad miss.
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Weapon Size

#16 Post by dmw71 »

Weapon Size
Not a "rule," per se, but just a note that weapons with a size of 'large' will be limited (and potentially unusable) in cramped quarters.
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Ranged Attacks and Expended Missiles

#17 Post by dmw71 »

Ranged Attacks
The 'Firing into a Melee' rules will be used for ranged attacks into combat, which read as follows:
"Missile weapons are intended mainly as long-range weapons. Ideally, they are used before the opponents reach your line. However, ideal situations are all too rare, and characters often discover that the only effective way to attack is to shoot arrows (or whatever) at an enemy already in melee combat with their companions. While possible, and certainly allowed, this is a risky proposition.

When missiles are fired into a melee, the DM counts the number of figures in the immediate area of the intended target. Each Medium (M) figure counts as 1. Small (S) figures count as 0.5, Large (L) as 2, Huge (H) as 4, and Gargantuan (G) as 6.

The total value is compared to the value of each character or creature in the target melee. Using this ratio, the DM rolls a die to determine who (or what) will be the target of the shot."
When making a ranged attack, please declare your general target or group of targets, and provide any attack and damage rolls.

Once all actions are in, the DM will roll initiative and will resolve the outcome of any shots fired.




Expended Missiles
Projectiles that do not deal damage can be recovered. Any projectile that deals damage will be considered broken and cannot be recovered.
Chapter 9: Combat > Missile Weapons in Combat > Firing into a Melee
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Torch as a Weapon

#18 Post by dmw71 »

Torch as a Weapon
A torch used as a weapon will do 1d3 damage, or 1d3+1 if lit. A lit torch used as a weapon that misses by more than 5 will become extinguished.
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Experience Points

#19 Post by dmw71 »

Experience Points
Per this post, there won't be any experience points awarded or tracked in this game. Instead, we will be using the 'milestone' advancement method; where I will level up the group at predetermined times, after certain accomplishments have been overcome.

Update: Actually, per this post, bulk experience point awards will be distributed at different milestone intervals, as determined by the DM.
Experience Points
I want to keep the experience point system simplified.

First, the bad:
  • There won't be any experience point bonuses or penalties for having high or low ability scores.
  • There won't be any experience points awarded for treasure (coins, gems, etc...) or magical items (the XP value shown on the treasure tables is the number of XP a character earns for making that magic item) awarded.
Now, the good:
  • Each full HD = 100xp
  • Each "+" or "-" will be worth the appropriate 25xp adjustment (including fractions).
  • An special abilities or defenses a creature may have -- see: 'Table 32: Hit Dice Value Modifiers' -- will be added accordingly.

Examples
  • Kobold: 1/4 HD = 25xp
    Brownie: 1/2 HD = 50xp
    Orc: 1 HD = 100xp
    Stirge: 1+1 HD = 125xp
    Bombardier Beetle: 2+2 HD = 250xp
    Hippogriff: 3+3 HD = 375xp
    Gargoyle: 4+4 HD = 500xp

Story Awards
Certain tasks (e.g. locating/rescuing Jane) may come with their own story awards. These are fixed XP amounts awarded upon the successful completion of said task.


Individual Awards and Peer Recognition
To avoid the appearance of favoritism, I will not be awarding individual experience point bonuses for clever or exceptional role playing unless a specific post is called out by a peer player.

These specific recognitions will be considered on a case-by-case basis.
Note: Because I have reworked how natural 20's will be resolved in the game (see here), the +20xp bonus per natural 20 occurrence has been eliminated.
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