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| Rules Discussion and Clarification | |
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| Tweet Topic Started: May 25 2017, 10:48 AM (79 Views) | |
| Story Guide | May 25 2017, 10:48 AM Post #1 |
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Seanchai
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Here are the House Rules I use: Durability Magic Items are breakable. All things wear down. Mending appears good but lowers durability Initiative: Mearle’s Greyhawk Initiative System //We are testing this as a group over the next month or so and will then evaluate if we want to keep using it. Re-roll dice every round, according to what you plan to do. Lowest score goes first. Die Action d4 Free Actions Ranged Attack d6 Main Actions Movement Sheathe/Drop d8 Melee attack d10 Cast a spell d12* Bonus Action *Apply Speed Factors *Apply Dex Modifier (multiply times -1, then apply it... common sense approach) Reaction is free Delays are free Disad. or Advantage applies only to the largest die you roll. Inspiration Earned when Flaws/Ideals/Bonds used. 2nd point earned must be given away Magic Items Do not resize but mending plus similar material can be used to resize/shape. Items can interact in unpredictable ways Movement Calculated by percent: A to B = B to A This is different than the PHB way which does not allow equivalency for switching modes between flying and walking Plot Points Fall like rain when making game fun. Players alter storyline (DM sets value) Add onto dice rolls after rolled Purchase Golden Crits (Nat 20s) [This happens automatically during Level-Up] Situational Modifiers Affect ANY and EVERY DC! May cause different “To Hit” value for each PC. Spells Components can alter spell affects Critical Hits (natural 20s): Re-roll any 1’s (Who wants a '1' after getting a fantastic 20! Edited by Story Guide, Jun 29 2018, 09:07 AM.
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3:34 AM Jul 11