Rules for this Setting in Harrowing Frontier | World Anvil
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Rules for this Setting

Here you'll find the general rule changes for this setting. The summaries found on this page are all you really need to know about the rule changes, but if you'd like to read my nerdy reasoning behind the ruling and additional details, you can click on the "HERE" link at the end of each segment.   Luck Token: Whenever a player fails a save (except death saves), a skill check that results in them being damaged, or is unsuccessful with all their attacks/spells against enemy combatants, they receive a Luck Token provided by the DM. They can hold up to 3 tokens at a time, and they are lost between sessions. The player can exchange as many of these tokens as they’d like, each adding 1d4 before a roll; including attack, damage, skill check, or saves. If a Luck Token is spent and the result is still unsuccessful, you do not receive a luck token. They can also be spent to lower the amount of incoming damage from an attack. For more info click Here
  Movement: We will not be fighting on a square grid and counting 5ft steps. Instead we’ll be using a spotlight terrain system to convey a general idea of what is happening, possibly with additional indicators for large distances. Melee combatant’s mini will be set next to the enemies they are in direct combat with. Characters outside melee still within range are placed on the outer ring and can target anyone on the terrain. Multiple pieces of terrain may be used for more complex battlefields. Characters enemies unable to participate in combat but are nearby may be placed outside the terrain. For more info click Here
  Rewards after a battle: (will likely change) After a battle is concluded and there is no immediate danger; I will ask all players to roll an investigation check. Characters who spent a turn looting during the battle get advantage on this roll, but must suffer the disapproving grumblings of the other players and their characters. The highest result determines the total amount of loot discovered. The Dungeon Master will put flashcards out as a visual aid with known items facing up and unknown items facing down. Then the highest roll picks first, proceeding downward. If the loot is not exhausted, we return to the top and repeat until the loot is gone. For more info click Here
  Rest and Recovery: Long Rests can only be taken within the town of Harrenshore. I’m going to be strict about this one. As such I am removing all spells that create a "safe space" for a Long Rest like Rope Trick or Tiny Hut. Long rests take a minimum of 1d6 days. For more info click Here
  Being reduced to 0 hp: Characters take death saves as normal 5.0e rules. However they become Shaken when they get back up. Shaken characters roll with a -2 shaken penalty to everything until they return to HarrenShore and complete a Long Rest. This penalty is cumulative, so if a character keeps dropping the penalty keeps increasing. Every -2 shaken penalty a character has adds 1d6 to their Long Rest time. For more info click Here
  Restoring Life: When a character is resurrected by magic or story, the Player rolls 1d20 and must get a 10 or higher or they stay in the afterlife. The difficulty increases by 1 for every previous death. This roll is not affected by Shaken. The 5th level spell Reincarnate is also a Cleric spell. For more info click Here
  Death and XP: Should a character fall and their life is unable to be restored, 75% of the character's XP (including what would have been earned on the current adventure) can be applied to an existing character or a brand new character, player’s choice. Player’s can “float” XP like this but it must be applied while the character is in Harrenshore. For more info click Here
  Absent Players and their characters: If a player is absent during a session, their characters are unable to be located or interacted with by the current party. Player character can be considered completely safe when the player is not at the table. Intermediary Non-player characters can be used for minor interactions like sending notes or completing previously agreed upon financial transactions. For more info click Here
  Player vs Player hostilities : Generally hostilities between player characters is discouraged. Literal backstabbing and random acts of violence towards other player characters will be addressed out of game. Exceptions can be made if the participating players enthusiastically agreed about their character's fighting for whatever reason. To the death combat, must be in expressed agreement by these players' beforehand. Here

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