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