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Old 10-18-2015, 08:51 PM
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House Rules and Options

Sure, 5e is AWESOME, but all games need clarifications, options and house rules (tweaks).

There is where you'll find ours.
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Old 10-18-2015, 09:02 PM
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Hero Points

Yep... I'm a Fate Core fan, so our characters will have hero points (DMG p. 264)

Characters will start with 5 Hero Points. These reset to 5 + (level x 0.5) when powering up to a new level.

Using them can be a bit tricky since they have to be used BEFORE THE RESULT is known. For a PbP game, that means you'll need to decide if you want to use it AS PART of your roll.

For example, Bones says, "I think Jim's dead!"
Now Jim's player has to make a death savings roll. He wants to BE SURE he gets the best result possible so he declares that he is using a Hero Point as part of the roll.

 


Bones says, "Good thing I'm a doctor, he lives!"
Turns out he didn't need a Hero Point this time, but nevertheless he spent it to be sure he didn't die - this time!


Edit:: Not a great example. On death savings throws you would get an auto success as per the DMG.
You are welcome to make your d20 attack rolls, save rolls and abilities checks. If you need a little push to help 'be sure' you got it... go ahead and use your hero point by rolling +d6. Even if it's after your initial roll. You just need to be sure to get it in before I narrate your results (if needed).
If you already know your DC... and you know your Hero Point pushed you over the top. You narrate... you are the hero.

Dragons with Hero Points. Save as the above.
Also, if you wish to use a Hero Point to make a reroll on a breath recharge. This is allowed once per scene.
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Last edited by savoylen; 02-15-2018 at 10:12 PM.
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Old 10-18-2015, 09:44 PM
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Ability, Honor, Sanity and other matters

Because of the strict code of honor between dragons and between dragon-touched your characters will have an honor score.

The connection between dragons and bonded is so strong that it it causes some dragons (or their people) to go insane. You will start with a sanity score as well.

For abilities scores, follow these guidelines:

You have two stat blocks. The first block is the standard six stats (STR, DEX, etc). The second block includes the special stats of Honor and Sanity. In creating your character's stats, you have two options.

1) Roll your statistics. You generate your base six stats by rolling 4d6, dropping the lowest die, six times. Place those 6 wherever you please among your base six stats. Then, separately, roll 4d6, dropping the lowest die, twice. Place those as you want in Honor and Sanity.

2) Point buy. As described in the PHB, all your stats start at 8, and you can spend 27 points to increase your base six stats. Notice that the Standard Array is one option under the point buy system. Then, separately, your Honor and Sanity both start at 8 and you have 6 points to spend on raising those two stats. As usual, you can not "buy" stats higher than 15.

Whether you choose option 1 or 2, after you've determined your stat values, you then apply racial and feat-based modifiers. If you rolled your character stats, you will also roll dragon Honor and Sanity. If you took point buy, you will "buy" your dragon's honor and sanity by spending 2 points on those two stats only.

If you are wondering, for creatures that don't have these scores we use Charisma for Honor and Wisdom for Sanity.

Your characters will also have Hero Points (5 at first level, 5 +(Level/2) which 'Hero Ponts doen't roll over... unused points are lost when new points are awarded.refresh' at each level change.

Inspiration will be award by the GM in this campaign.

Dragons start with the languages listed on their description in the same manner as people (PHB). Dragons and characters can also pick up a new languages in the same way (PHB 187).
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Last edited by savoylen; 06-18-2018 at 03:13 PM.
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Old 10-19-2015, 01:38 AM
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A Special Note on Conditions (like Prone)

If a power of ability adds a 'condition' (PHB Appendix A) as an effect of an attack, it must make story sense in order to be applied.

Example (why its almost impossible knock a flying dragon 'prone'):

The prone affect is the most abused (story wise) condition in DnD - 4th and 5th ed.. It assumes that fighting style will unbalance a foe (usually standing on feet that can be kicked out from under it, and so on) and possibly trip them up so that they fall over or will knock them down to the ground (usually a few feet away)... these assumptions are not on the table in some cases.

A flying Pegasus can't be 'tripped up' because its hooves aren't on the ground - its magically flying. Its rider can be knocked off of course... and fall to the ground, 'then' it will be prone!

Bottom line, if you need to be able to explain in the narrative how the condition applies in order to it to be granted.
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Old 11-15-2015, 10:03 PM
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New Feature

Feature:: Dragon-Bonded* Telepathy - can communicate with a specific dragon (bonded) using telepathy as long as within sight or when in contact (touch)
* One for All - Provides a bonus (advantage) while working together (dragon with dragon-bonded) - for tasks where cooperation is possible between a dragon and dragon-bonded. When working together, bonded-pairs share an Initiative roll. (Choose one to roll on behalf of both, NOT rolling two and choose the best)
* One Soul, Two Hearts - If the dragon-bonded person is killed, its dragon also dies.
* Empathic Healing - During a short rest, the bonded person can expend their recovery Hit Die on behalf of their dragon (using their dragon's HD type). They recover their HD normally.

Last edited by savoylen; 04-08-2018 at 12:23 AM.
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Old 11-20-2015, 11:42 PM
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Take the Blow

Free Reaction
For adjacent allies: This represents selflessly, and recklessly throwing yourself in harms way to take damage for another. Normal AC rules don't apply to this free action. HP for an intended character are taken on by another.

Last edited by savoylen; 02-03-2017 at 02:07 AM.
  #7  
Old 11-25-2015, 12:16 PM
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Retcon?

What happens if I forget something important in a previous post???

1.A Card Laid:: Keep the story moving forward. We'll need to either go back and get the packs- for those who it matters.... and try not to die.

2. At A Cost:: Spend a Hero Point. I'll allow the use of a Hero Point to 'insert' minor story points. This would represent those important things that happened, but wasn't the focus of the narrative at the time. This can only work if it would make story sense. This can be as simple as "Good thing I picked up that key before I left the house..."

3. A Helping Hand:: If someone hasn't gone yet, perhaps they could help out. Again we'll need a story reason, but it could be something like "whoops, I grabbed the wrong bag. Somebody recognize this pack and book?"
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Old 12-10-2016, 01:34 PM
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Dragon Hoards and 12 Advancement Stages (Mechanics)

When a dragon advances it has to ...
1. Be the Correct Age (Campaign time)
2. Have Collected Dragon Experience (GM award 'gateways)
3. Accumulated a Hoard of bonded material (see below)

The table below represents the dragon's bonded hoard that becomes part of its growth cycle. Part of it is consumed during the transformation sleep (dragon sleep) about 20% of the value, the rest continues to accumulate.

Dragon Hoard/Advancement Tables are the ADDITIONAL hoard needed to advance.

1 | Hatchling* NA - is born with a 1000 gp gem that was passed on to them through the mother dragon. It may have additional special properties.

Level To Achieve Stage Bonded Hoard Needed Modifier
2 Very Young 140 gp, 1000 gp gems x1
3 Young 210 gp, 1500 gp gems x 0.5 Hatchling CR
4 Juvenile* 280 gp, 2000 gp gems x Hatchling CR
5 Young Adult 4200 gp, 210 pp, 5000 gp gems x Hatchling CR
6 Adult 6300 gp, 315 pp, 5250 gp gems x 0.5 Young CR
7 Mature adult 8400 gp, 420 pp, 5500 gp gems x Young CR
8 Old* 10500 gp, 525 pp, 5750 gp gems x Young CR
9 Very Old 12600 gp, 630 pp, 6000 gp gems x 0.5 Adult CR
10 Venerable 14100 gp, 735 pp, 6250 gp gems x Adult CR
11 Wyrm 28000 gp, 3500 pp 20000 gp gems x .5 Ancient CR
12 Great Wyrm* 42000 gp, 5250 pp 30000 gp gems x Ancient CR

* Stages that match up with the ages shown in the MM for a 'typical' dragon.

The accumulation of the hoard is a bit of a 'roller coaster' ride... and explains why dragons of a certain age and or type have more or less hoarding instincts and drive.

Sleeping it Off - A typical dragon is really not too adventurous at heart. Once they have accumulated enough bonded treasure they will often spend the majority of their time sleeping until enough time - sometimes years - has elapsed for the shedding process to take place.

So it that table above is a bit hard to read, please see the tables below. If you are missin one for your type of dragon, let me know and I will add it.Dragon Hoard and Accumulation Tables













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Last edited by savoylen; 01-05-2019 at 03:16 PM.
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Old 12-11-2016, 12:33 AM
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Advancement Tables

Though dragon transformation as part of Dragon Sleep represents 12 significant changes in life, there are four major periods of life when those changes are even more significant. These are noted with an "*" in the table below.

Black Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - - Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 - +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Black Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Black Dragon
9 Very Old +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient Black Dragon

Blue Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - - Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Blue Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Blue Dragon
9 Very Old +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient Blue Dragon

Green Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - - Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Green Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Green Dragon
9 Very Old +1d12 +1 - +1 - - - Breath DC +1 1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient Green Dragon

Red Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - +1 Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 - +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Red Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Red Dragon
9 Very Old +1d12 - - +1 - - - Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1, FP DC +1 +1dx Dam
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1, FP DC +1 +1dx Dam
12 Great Wyrm* - - - - - - - See MM: Ancient Red Dragon

White Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - - Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 - - - Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young White Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 - - Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult White Dragon
9 Very Old +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 - - Breath DC +1 +1dx Dam, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient White Dragon

Brass Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - - Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 - +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Brass Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Brass Dragon
9 Very Old +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient Brass Dragon

Bronze Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - - Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Bronze Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Bronze Dragon
9 Very Old +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient Bronze Dragon


Copper Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - - Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Copper Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Copper Dragon
9 Very Old +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient Copper Dragon

Gold Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - +1 Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Gold Dragon
5 Young Adult +1d10 +1 - +1 - - +1 Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - +1 Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Gold Dragon
9 Very Old +1d12 +1 - +1 - - +1 Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - +1 Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient Gold Dragon

Silver Dragon
Level HD STR DEX CON INT WIS CHA Notes
1 Hatching - - - - - - - See Starting Character Rules
2 Very Young +1d8 +1 - +1 - - +1 Breath DC +1 +1dx Dam
3 Young +1d8 +1 - +1 +1 - +1 Breath DC +1 +1dx Dam
4 Juvenile* - - - - - - - See MM: Young Silver Dragon
5 Young Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
6 Adult +1d10 +1 - +1 - - - Breath DC +1 +1dx Dam
7 Mature adult +1d10 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam
8 Old* - - - - - - - See MM: Adult Silver Dragon
9 Very Old +1d12 - - +1 - - - Breath DC +1 +1dx Dam
10 Venerable +1d12 +1 - +1 - - - Breath DC +1 +1dx Dam, FP DC +1
11 Wyrm +1d12 +1 - +1 +1 +1 +1 Breath DC +1 +1dx Dam, FP DC +1
12 Great Wyrm* - - - - - - - See MM: Ancient Silver Dragon

Notes on Advancement, Life Stages, and Major Life Tiers.

It is generally assumed that attack and other benefits from growth (additional HD) are not realized until reaching the aging tiers of life stages 4, 8, and 12 respectively. Race features such as increased damage, additional attack routines, race features,etc. 'turn on' along with their MM counterparts (see asterisks in the charts above).

If a player wants to take the size increment early (before hitting the tier 4/8/12)... benefits to HP, etc. will come from the size class increase rather than adding an additional HD. They will get the size benefits/penalties as soon as it is taken... for example, a Large wymnling (young adult) will not gain HP from HD but from their size adjustment, and will have a reach of 10' etc.
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Last edited by savoylen; 02-26-2017 at 08:38 PM.
  #10  
Old 01-17-2018, 04:55 PM
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Resurrection

Rule Option

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.

For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soulís connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. The base DC for the final resurrection check for dragon PCs is 12.

Upon a successful resurrection check, the playerís soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.

If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the characterís soul is not lost, but the resurrection fails and increases any future Resurrection checksí DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.

Other Considerations

* Coming back from PC death will involve story elements.
* Only a special item gemstone will be effective in this type of spell. In the case of dragon PCs, only a dragon gemstone will work.
* The number of resurrections available to your characters is limited by your CON and WIL scores.
* SAN will effect resurrected characters.

Credit: Matthew Mercer
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  #11  
Old 10-07-2018, 12:42 PM
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Surprise Round

This is a rules clarification:

Does surprise happen outside the initiative order as a special surprise round? No, hereís how surprise works.

The first step of any combat is this: the DM determines whether anyone in the combat is surprised (reread ďCombat Step by StepĒ on page 189 of the Playerís Handbook). This determination happens only once during a fight and only at the beginning. In other words, once a fight starts, you canít be surprised again, although a hidden foe can still gain the normal benefits from being unseen (see ďUnseen Attackers and TargetsĒ on page 194 of the Playerís Handbook).

To be surprised, you must be caught off guard, usually because you failed to notice foes being stealthy or you were startled by an enemy with a special ability, such as the gelatinous cubeís Transparent trait, that makes it exceptionally surprising. You can be surprised even if your companions arenít, and you arenít surprised if even one of your foes fails to catch you unawares.

If anyone is surprised, no actions are taken yet. First, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature canít move or take an action or a reaction until its first first turn ends (remember that being unable to take an action also means you canít take a bonus action). In effect, a surprised creature skips its first turn in a fight. Once that turn ends, the creature is no longer surprised.

In short, activity in a combat is always ordered by initiative, whether or not someone is surprised, and after the first found of combat has passed, surprise is no longer a factor. You can still try to hide from your foes and gain the benefits conferred by being hidden, but you donít deprive your foes of their turns when you do so.

Is the intent that only melee weapon attacks can knock foes unconscious, or can melee spell attacks as well? If you reduce a creature to 0 hit points with a melee attack, you can knock the creature out (PH, 198). That melee attack isnít restricted to weapons. Even a melee spell attack can be used to knock a creature out.

If you have a feature like Cunning Action or Step of the Wind, can you take the Dash action more than once on your turn? If a bonus action lets you take the Dash action, nothing in the rules prevents you from taking the Dash action with your regular action too. The same principle holds when you use a feature like Action Surge; you could use both of your actions to take the Dash action.*

Rule Clarifcation from: http://dnd.wizards.com/articles/feat...-november-2015
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Old 10-07-2018, 12:44 PM
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Sneak Attacks and related

This is a rules clarification:

Do the lightfoot halfling and wood elf hiding racial traits allow them to hide while observed? The lightfoot halfling and wood elf traits—Naturally Stealthy and Mask of the Wild—do allow members of those subraces to try to hide in their special circumstances even when observers are nearby. Normally, you can’t hide from someone if you’re in full view. A lightfoot halfling, though, can try to vanish behind a creature that is at least one size larger, and a wood elf can try to hide simply by being in heavy rain, mist, falling snow, foliage, or similar natural phenomena. It’s as if nature itself cloaks a wood elf from prying eyes—even eyes staring right at the elf! Both subraces are capable of hiding in situations unavailable to most other creatures, but neither subrace’s hiding attempt is assured of success; a Dexterity (Stealth) check is required as normal, and an observant foe might later spot a hidden halfling or elf: “I see you behind that guard, you tricksy halfling!”

GM Notes: Once a rogue attacked a creature and then tried to 'hide' behind another creature (say a teammate also in combat), I would give a substantial bonus to the foe's observation check and the hide check of the rogue would definitely be at disadvantage to the thing they are hiding behind is weaving, bobbing and attacking as well.

Can a rogue/monk use Sneak Attack with unarmed strikes? The Sneak Attack feature works with a weapon that has the finesse or ranged property. An unarmed strike isn’t a weapon, so it doesn’t qualify. In contrast, a rogue/monk can use Sneak Attack with a monk weapon, such as a shortsword or a dagger, that has one of the required properties.

Rule Clarifcation from: http://dnd.wizards.com/articles/feat...-november-2015
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Last edited by savoylen; 10-07-2018 at 12:48 PM.
  #13  
Old 01-18-2019, 01:23 PM
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Option Rules: Feats

We will use the Optional Rules Feat after creation. (That means the Optional Human-Variant is out for starting characters).

The PHB list are the only features in the game so far with these exceptions:
  • Defensive Expert
  • Dungeon Delver
  • Elemental Adept
  • Lucky
  • Observant
  • Spell Sniper

The list above is on the 'no fly' list. If you are interested in a feat from outside the PHB please ask first and have a plan "B" just in case.

- Savoy
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