Welcome to Calradia
Welcome to the Coninent of Calradia! I'm so excited for you all to get to experience it and i'm stoked to run it for you. In the rest of the articles of the handbook, you will find information that is key to creating your characters, and I encourage you to read it all thoroughly before proceeding into character generation. Although I will always be available to answer your questions, I will be leaving it up to you, the players, to organize some aspects amongst yourselves. For example, only a max of 2 of each race and 1 Aasimar is allowed in the party, and there cannot be any duplicate classes, so it is up to all of you to talk to each other and create a party that meets all of the house rules for the campaign.
Many of the house rules intentionally make part of the game more difficult, or introduce new considerations for the players. The intent of these changes is to enhance the experience, not harm it or punish you as players. For example, removing darkvision will help me to build more interesting, suspensful, and scary encounters in the dark, while introducing injuries gained when dropping unconcious makes staying up a priority. The goal of these rules is to make the fights feel more authentic and tense.
I'd also like to explain my design philosophy, so that you guys can keep it in mind during character gen. I prefer to design duengeon-style encounter chains over sporadic individual encounters. What this means is that it is likely that you will face multiple encounters before being able to take a short rest. In addition, I will be limiting long rests to 1 every 24 hours. This means that healing will be important, as well as ensuring that your tanky characters with larger hit dice absorb as much damage as possible.
I also enjoy including alot of non-combat blockers and encounters, which will require the party to have a wide array of skills available. There will always be multiple ways to deal with a blocker (i.e. how to get over a cliff, or bypass a guard checkpoint), but this will mean that having different party members specialize in skills across the board will be important.
on the Role-Playing side, I have added a number of factors to consider in the character generation process to help flesh your characters out from session 1. In the end the game is about having fun with your friends, and I'm excited to see what you folks come up with and experience all of your character growth and fun together.
Also remember throughout that I want you to succeed, I will never intentionally put you guys in a situation that I don't think you can win, but you may have to be clever to overcome some challenges. There will be things in this world that you simply cannot overcome at a particular moment in time. I will do my utmost to foreshadow and provide enough context that when you see these things you will know to try and avoid it (for example, don't expect guards to be chumps, some of these men and women have trained for decades), but unfortunately if you do something stupid (like jumping off a cliff or trying to beat a giant at fisticuffs) you will unfortunately suffer realistic consequences.
Characters may die, and that is okay. I don't intend for this to happen frequently, but I know it will probably happen. In a dangerous world, the possibility of death must be present to create suspense and make you think twice about putting yourselves in danger. Heroism is only truly heroism if there was a chance that it could have killed you. I will be able to write in a new character for you should your character perish. Death is part of an adventurer's life, but if you are going to die, make it a good death.
Comments