Hello sorry work has been busy so I didn't get a chance to respond properly until now.
We have 4 right now with a potential of 5! I have not heard back from Branding Opportunity so I will give him until Friday.
Red has not dotted in but he should still be joining us.
Now that I have opened the Discussion thread let's do out best to keep the Game play for in character and Discussion for out of character.
Even with the 4 of you the group has some balance to it so I am not worried.
I am in the process of doing several things before we start.
1. Set up some information for you that basically acts as your player guide. This would include a map of the area, rumours you have heard, general lore about the Lost Lands.
2. Finishing the Modified Inspiration rules. I'll still use the basic inspiration in some cases but the modified rules will be somewhat like Hero points. I might opt to push this off until later to see how the game flow goes.
As of now we are still on schedule to begin next week maybe even a day earlier (Mar 4 instead of Mar 5).
I am here, I am here! Sorry to be late, but I lost track of this thread while busy with the games I am GMing and about to be GMing. I am still very interested in joining, however.
Excellent Branding no worries! If I can get the player's info Monday looks to be start date but Ill confirm tomorrow.
DM, I'm going to paste your house rules in here as I'm going to definitely forget them as we play. Hope this helps others as well.
1. Gaining a level
When a character levels up they are granted any additional features as detailed in their class description (i.e., spells, new abilities) but they must have a long rest before being able to use newly gained spells (and spell slots) or daily use abilities.
A character rolls their Hit Die and adds their Constitution modifier to determine new hit points. In certain cases a character may choose to reroll (see Longevity below). The result of the reroll must be used regardless of what the previous result was. Any new hit points gained are added to the character’s maximum hit points but are not added to the character’s current hit point total.
Longevity. This is only used for rerolling hit points when a new level is gained. A character’s Longevity is equal to their permanent Constitution modifier (Longevity is not affected by temporary Constitution modifiers). A character is allowed one reroll per level provided they have Longevity left.
For example: Fred is a 1st lvl Fighter who has 14 Con giving him 2 Longevity points to begin with. At 2nd level Fred rolls a 3 for his new hit points and chooses to use a Longevity point. This now leaves him with 1 Longevity point. Fred now rolls a 2. Since Fred has already used his Longevity point this level he cannot reroll again even though he still has 1 Longevity point remaining. He must use this 2 for his new hit points.
At 3rd lvl Fred regains the ability to reroll his hit points. If he did so he would have no more Longevity points left and would only get new Longevity points if he somehow permanently raised his Constitution to 16 or higher.
2. Long rest
The amount of hit points a character regains following a long rest has been modified to:
At the end of a long rest, a character regains lost hit points numbering half their total Hit Dice (min 1 Hit Die and rounded down). For each Hit Die, the player rolls the die and adds the character’s Constitution modifier to it.
For example: A sixth level character would roll 3 Hit Dice and add their Constitution modifier for each Hit Die rolled following a long rest.
3. Dropping to ‘0’ Hit Points
When a character is reduced to 0 hit points, they gain one level of exhaustion. If you recover and are dropped to zero again, you gain another level of exhaustion. If you roll a 1 on your death saves, you gain another level of exhaustion.
4. Firing into melee
You can hit your friends and unintended targets (with rays or ammunition). When firing into melee through another target (friend or foe), cover bonus is added to the normal fumble threat range of 1. If you roll within that range, you make another attack roll against the target that granted cover.
For example: Barry the Barbarian sees a goblin and moves to engage it in melee. Webster the Wizard is standing directly behind Barry and fires a ranged magic attack at the goblin. Webster must add the half cover bonus of +2 to his normal fumble range of 1. This becomes a fumble chance of 1-3. If Webster rolls a natural 1, 2 or 3 on a d20 he could potentially strike Barry instead of the goblin. Webster must now make an attack roll against Barry's AC.
5. Magic item identification
Identifying a magic item requires an Arcana check depending on the rarity of the item. If you are not proficient in the Arcana skill, you may still attempt the check but suffer disadvantage on this roll.
When using the Identify spell it will grant a +5 bonus as well as advantage on the Arcana roll rather than automatically providing the results.
An Investigation check may also be used in lieu of an Arcana check, but you suffer disadvantage on this Investigation check.
On any failed roll, the character must wait at least 24 hours before attempting a new Arcana or Investigation check to identify the item. A failure with Identify causes the spell component to be lost (i.e., 100 gp pearl).
Common > Arcana DC 10
Uncommon > Arcana DC 15
Rare > Arcana DC 20
Very Rare > Arcana DC 25
Legendary > Arcana DC 30+
6. Spell recovery
All spell casters may choose to spend Hit Die (i.e., Recovery Dice gained during long rests) to recover spells at a cost of 1 Hit Die per spell level. (Example: 1st lvl spell = 1 HD; 2nd lvl spell = 2 HD,etc.)
The spell caster must make a successful DC check (10 + highest spell level recovered) and rest for at least one hour. If check fails the caster can rest another hour and make a reroll. Failure after this causes the caster to lose any Hit Die spent in this manner. Following the failure, no spells may be recovered this way until after the character’s next long rest.
For wizards this is in addition to their Arcane Recovery feature.
7. Creature knowledge
Skills can be used to identify as indicated:
Arcana | DC 15 + CR | aberrations, celestials, constructs, dragons, elementals, fey, fiends, monstrosities, oozes and undead
History | DC 10 + CR | humanoid creatures
Nature | DC 10 + CR | beasts, giants and, plants
Religion | DC 15 + CR | celestials, fiends and undead
Skill checks may be made even if you are not proficient however you will have disadvantage on these checks.
A successful check allows you to remember a bit of useful information about that creature. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Information will be determined by DM.
Also, I haven't rolled for Malthus' remaining sp -> 1d10 ⇒ 8
|Herrick the Vile|
Sorry if I come off a bit strong. I have fun playing somewhat difficult, not-your-standard D&D PCs. If it gets too much, please let me know. None of it is meant as a personal attack on anyone, most of all the DM. Herrick will go along with everything eventually as he becomes more trusting. It's just that he has trust issues and he doesn't know any of you.
Have now added PC slides in my tagline under my avatar. This will include combat maps, handouts and likely treasure found as well. The last slide will be PC information (token, name, HP, vitality, conditions of the permanent nature)
Cole's map can now be found here too.
|Herrick the Vile|
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Just not too much or too bad junk Muz... pretty please? :)
That said I threw out that hook to give me a chance to be both aristocratic and stupid in a way that gives me a small penalty in line with my 8 Intelligence
I'm here, just been busy with a new job so haven't been able to keep up with the speed of this game. I'm not dropping out but I don't think I can manage more than a post a day in most cases.
|Herrick the Vile|
|Herrick the Vile|
Muziel groans inwardly as Nesserin announces himself. Are . . . you . . . s*##ting . . . me?
At least the tiefling might distract the enemy from his approach. His sword and dagger are ready.
Paladin is synonymous with pain in the donkey.
Can't all be murder hobos ;)
|Herrick the Vile|
As Helaman said it is about DM flexibility. Flanking you are correct Muziel does not give any bonus.
I think going forward I'll create a House Rule for this. Giving advantage seems a tad overpowering because what you can do so can the DM and i doubt you want creatures with advantage wailing on anyone.
Let's go with +1 bonus to attack to anyone attacking a flanked opponent. When in melee and flanking rogues for the purpose of determining a sneak attack are considered to have advantage against the flanked opponent.
Yup, makes sense! Flanking = +1 Attack, or +1 Attack and Sneak Attack Damage for a rogue.
I think rogues normally get to sneak attack as long as an ally is within 5 feet of the enemy. But of course it's possible to flank an enemy from beyond 5 feet if your ally has reach.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.