What is allowed?
All published races and classes are approved. Unearthed Arcana, excluding the Mystic, is probably OK, although I reserve the right to tweak numbers or abilities as I see fit. Homebrew I’m willing to look at, but it needs to bring something that cannot be achieved by other means and really look like it’s had some balancing and playtesting done.
Race Special Rules
Because I love unusual race/class combinations, you can move one of your Stat bumps.
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For example, since Dragonborn are +2 STR and +1 CHA, you could choose +2 DEX +1 CHA, or +2 STR +1 WIS, but not +2 DEX +1 WIS. |
Dwarves and Elves absolutely exist, but are not as omnipresent as usual. When choosing either, you came from somewhere else, which should be addressed in your backstory. Exceptions are Duergar (I’m strongly considering removing superior dark vision and sunlight sensitivity) Eladrin, and Shadar-Kai. These hail from the Depths and the Wilds, respectively.
Reflavoring for RP or character reasons is something I’d love to talk about, as long as it’s before the game and not right there on the spot. If you’re trying to reflavor to gain a mechanical advantage, you’re playing at the wrong table.
Reflavoring for RP or character reasons is something I’d love to talk about, as long as it’s before the game and not right there on the spot. If you’re trying to reflavor to gain a mechanical advantage, you’re playing at the wrong table.
Background/Backstory
Whatever your background, alignment, or character choices, the whole party is tied to Harlen in some vital way. If your character can't invest in the continuation and preservation of Harlen they might not be right for this campaign. I expect the party to cooperate, and any PVP related rolls require both parties consent.
I don’t need a book of a backstory (a few paragraphs are awesome), but anything you want to give me will be fodder for future missions. If you prefer to use play to discover your character, that works too! Just make sure you show up with enough of an idea that other players can key off you.
I don’t need a book of a backstory (a few paragraphs are awesome), but anything you want to give me will be fodder for future missions. If you prefer to use play to discover your character, that works too! Just make sure you show up with enough of an idea that other players can key off you.
Firearms
- Firearms are unique to the Duergar, and as you come from the city that imports them. Outside of Harlen they are much more rare, but found in the hands of the wealthy.
- Fictionally, each firearm is unique. Some use black powder, some use glyphs and runes, others still use strange crystals.
- Rules for firearms will come from The Greasemonkey's Handbook (a copy of page 33-42 will be made available in game)
- All Firearms are Martial Ranged Weapons except Revolvers and Shotguns.
- As most people don't know how to properly maintain these bizarre contraptions, on a natural 1 they must roll on a Fault table.
- Firearms, due to their unique nature, require an attunement slot.
Advancement Rules
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Other House Rules
- Starting Stats - Use the standard 27 point buy or the standard array of 15, 14, 13, 12, 10, 8. We won't be rolling for stats or HP, and your character should have a very good reason if you decide to buy 15/15/15/8/8/8 (not the kind of game for excessive min-maxing).
- Please let me know in character creation if you intend on using or would like to include Duergar tech (firearms and the like) in your starting items.
- Theater of the Mind- I will almost never have a battle mat, and while we might sometimes use tokens for clarity, exact tactical positioning won’t be enforced. Because of this I don’t use the flanking rules, and exact distances won’t be as important. If you play a character who is faster, you’ll have opportunities a slower character won’t, and those with shorter ranged abilities will have to spend time closing the gap.
- Crit Fishing- Any ability that you can declare after rolling cannot benefit from a critical roll. The base ability can of course still benefit, but not the additional effects.
- Inspiration- Whoever provides the recap of the previous session when a mission takes multiple weeks to complete will have DM inspiration for that session that can be used to provide advantage on one roll. This can also be used to re-roll a single roll, but must be used before it’s declared a success or failure.
- Mixed Skills- If there’s a compelling reason to tie a skill to a different base statistic, I’m open to it!
- Long Rests- A long rest takes 1 week. Functionally, this means a long rest per mission, although there could be missions that take multiple in game weeks to resolve at some point. Short rests will continue to work as normal; you just need a relatively safe place to rest for an hour.
- Ammo- I don't think counting ammo is compelling outside of rare, single use items. If you feel the same, and you go long enough without returning to Bazaar-Dur for provisions, I might say you are running low, before finally running out, based on the fiction and what is compelling.
- Gear Kits- Instead of having to track every little piece of equipment on your character, when you select a pack (dungeoneer, adventurer, diplomat, etc.) it will come with 5 uses. When your character needs something that could reasonably be included, POOF, you have that item, and mark off a use. When you have 0 uses, buy a new pack.
- . . . and probably other things, but I've been known to change my mind when it's really detracting from the game, so everything is subject to change!