play style

hack and slash

i prefer the term swords and sorcery

immersive roleplaying

i don't believe a game heavy in combat can't also have immersive roleplaying

mature

sexual content is to fade to black as is any violence that cannot be resisted

gritty

as gritty as d&d can get given its very cinematic nature

serious

this enforced by the "you say it, you do it" rule, if talking with a local ruler you decide to ridicule it, if you say it you do it

if you just want to joke about saying it please don't as that distracts from the flow of the game and the mood of the scene

immersive roleplaying rarely survives a slap stick environment

pre-planed

this means the session may end early if the party chooses to go in a direction that i was not prepared for

if the party agrees to do something at the end of one session then changes their mind at the beginning of the next session that might end the session as i prepare for the new plan

morally ambiguous

the game has an alignment system and some creatures are restrained to some alignments because of class or species they must follow and you will be assigned an alignment based on your behavior but outside of that you are free to be as morally ambiguous as you want

game expectations

game theme and flavor

heroic fantasy

locating lost or forgotten dungeons in search of treasure and ancient lore will play a part

swords and sorcery

resisting or giving in to the corrupting influence of chaos and or evil is a constant part of play

epic fantasy

dealing with prophecies that predicts the end of the world and the apocalypse cults trying to bring it to pass is just one of the main themes

mythic fantasy

adventures focusing on mythic creatures and the effects they have on the world

supernatural horror

from the remorseless lawful evil, a chaotic evil undead fey or the insane aspirations of a supernatural horror

intrigue

is a game played hard in and between the great cities

mystery

whether it is the silence of the true or the out right lies of the chaotic a mystery is never far away

swashbuckling

sometimes the panache with what you do something is the most important thing

war

war is a constant, savages against savage and savage against civilized are both common

potentially sensitive elements

sexual content

hard limit on graphic descriptions

soft limit on every thing else

player hopes and expectations

chapter 2: running the game

running social interaction

it is perfectly acceptable to say what your character is trying to accomplish and then roll the skill check

for example you can say you are going to lie about the value of an item and make the persuasion check

attitude

allied, friendly, indifferent, hostile, enemy

allied is obviously more friendly than friendly

enemy is more hostile than hostile

running exploration

resolving outcome

consequences

degree of failure

failing the dc by 5 or more may have an additional effect

degree of success

exceeding the dc by 5 or more may have an additional effect

critical success or failure

rolling a 20 or a 1 on an ability check doesn't normally have any special effect

rolling a 20 or a 1 on an saving throw results in a normal success on a 20 and a normal failure on a 1 unless it would have resulted is a greater degree of success or failure

running combat

miniatures

tactical maps

the maps are 1.25 feet per square

creature size and space

tiny 1 square

small 2x2 square

medium 4x4 square

large 8x8 square

huge 16x16 square

gargantuan 32x32 square

areas of effect

an area of effect must be translated onto squares to determine which potential targets are in the area

if the area has a point of origin, choose an intersection of squares or hexes to be the point of origin, then follow its rules as normal

if an area of effect covers at least half a square or hex, the entire square or hex is affected

line of sight

to determine whether there is line of sight between two spaces, pick a corner of one space and trace an imaginary line from that corner to any part of another space

if you can trace a line that doesn’t pass through or touch an object or effect that blocks vision—such as a stone wall, a thick curtain, or a dense cloud of fog—then there is line of sight

cover

to determine whether a target has cover against an attack or other effect, choose a corner of the attacker’s space or the point of origin of an area of effect

then trace imaginary lines from that corner to every corner of any one square the target occupies

if one or two of those lines are blocked by an obstacle (including a creature), the target has half cover

if three or four of those lines are blocked but the attack or effect can still reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover

diagonal movement

the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet

this pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if the creature moves straight between different bits of diagonal movement

for example, a character might move 1 square diagonally (5 feet), then 3 squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet

flanking

flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy

a creature can’t flank an enemy that it can’t see

a creature also can’t flank while it is incapacitated

a creature is flanking as long as at least one square of its space qualifies for flanking

when a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy

when in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces, if the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked

facing

whenever a creature ends its move, it can change its facing

each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc

a creature can also change its facing as a reaction when any other creature moves

a creature can normally target only creatures in its front or weapon side arcs and it can’t see into its rear arc, his means an attacker in the creature’s rear arc makes attack rolls against it with advantage

shields apply their cover bonus only against attacks from the front arc or the same side arc as the shield, for example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs

feel free to determine that not all creatures have every type of arc, for example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one

on squares, you pick one side or corner of a creature’s space as the direction it is facing, draw a diagonal line outward from each corner, or a horizontal line from the center of the square if the creature is facing a corner, this side to determine the squares in its front arc, the opposite side of the space determines its rear arc in the same way, the remaining spaces to either side of the creature form its side arcs

a square might be in more than one arc, depending on how you draw the lines from a creature’s space, if more than half of a square lies in one arc, it is in that arc, if it is split exactly down the middle, use this rule: if half of it lies in the front arc, it’s in that arc, if half of it is in a side arc and the rear arc, it’s in the side arc

chapter 3: dm's toolbox

death

scaling lethality

defeated, not dead

a player can chose to become defeated, not dead at any time before it fails its third death saving throw

marks of prestige

training

300 days of training earns you a feat for feats 1-4

600 days of training earns you a feat for feats 5-8

900 days of training earns you a feat for feats 9-12

1,200 days of training earns you a feat for feats 11-16

1,500 days of training earns you a feat for feats 17-20

nonplayer characters

npc's as party members

loyalty

loyalty score

npc's hired to the group will work on the groups average charisma score, those hired by individuals will go off the individuates charisma score

poison

purchasing poison

poison is forbidden in a lawful areas, available on the black market in true areas, and openly available in chaotic areas

sample poisons

all poisons listed are available for ten percent of the listed prices

renown

gaining renown

your renown always equals your level

benefits of renown

recognition

at level 1-4 people recognize you om a dc:30 history (intelligence) check

at level 5-8 people recognize you om a dc:25 history (intelligence) check

at level 9-12 people recognize you om a dc:20 history (intelligence) check

at level 13-16 people recognize you om a dc:15 history (intelligence) check

at level 17-20 people recognize you om a dc:10 history (intelligence) check

at level 21+ people recognize you om a dc:5 history (intelligence) check

rank

if you join an organization you can earn rank based on that organization's guidelines

perks

renown can get you various perks especially when combined with rank in an organization

losing renown

you can't lose renown even if you lose your levels but you can lose rank in an organization

chapter 7:treasure

magic items

magic item rarity

if a magic item incorporates an item that has a purchase cost in the player's handbook (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value

for example, +1 armor (plate armor) has a value of 7,900gp, which is the sum of a minor rare magic item’s value (6,4000gp) and the cost of plate armor (1,500gp)

magic item values and rarity

minor common 25gp

major common 100gp

minor uncommon 400gp

major uncommon 1,600gp

minor rare 6,400gp

major rare 25,600gp

minor very rare 102,400gp

minor legendary 409,600gp

major legendary 1,638,400gp

minor artifact 6,553,600gp

major artifact 26,214,400gp

crafting magic items

time and cost

raw materials

to make an item you need raw materials worth one quarter the purchase cost

time

to determine how many hours it takes to make an item, divide its purchase price in gold pieces by one quarter and then divide that by the craftsman's proficiency bonus in silver pieces, a craftsman can work on more than one item in a day