Gameplay Rules in Cynkard | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Gameplay Rules

HEALER'S KIT DEPENDENCY

A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's kit to bandage and treat the character's wounds.

SLOW NATURAL HEALING

Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.

SIDE INITIATIVE

Under this variant, the players roll a d6 for their initiative as a group, or side. You also roll a d6. Neither roll receives any modifiers. Whoever rolls highest wins initiative. In case of a tie, keep rerolling until the tie is broken.
When it's a side's turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have completed their turns

ADDITIONAL COMBAT ACTIONS

Other than standard actions allowed in combat characters can attempt to climb bigger creatures, disarm, overrun, shove aside or tumble, as well as other possibilities, so be creative!

SOCIAL ROLLS

I believe in roleplaying social scenario instead of relying on rolling. In light of that, the skills Deception, Intimidation and Persuasion are axed.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!