- Homebrew is okay I just need to see it first and approve it
- Intelligence Points. -Each point of intelligence you possess (The Modifier) can be used to add 1 proficiency of your choice. However, if you wish you can also spend 3 points on an Expertise
- It's an action to attune to a magic item, 10 mins to un-attune
- I will use terms like Bloodied and Moired to describe an enemy's health. If their Bloodied they are half health and Moired is less than 10 percent
- To add suspense I will roll your death-saving throws
- If you wish you can roll a medicine check on a downed player, however, your result counts as a death-saving throw
- Sprint, you can sacrifice your entire turn to move up to 5 times your movement speed, however, you can only run in a straight line.
- Rolls against another player such as Deceit and Insight are between players. So IF a player is lying and the other decides to roll an insight, the lying player can decide whether they find out or not
- If at any time I say Freeroam that means there is no intended path for you all to take, and therefore you can decide where and what you want to do.
- Strength can be re-rolled. However checks like Wisdom, and Intelligence cannot. This is because you can always try harder to pick up a rock but you cannot remember something you do not know.
- The Help Action. If you are proficient in a skill you can use the Help action to give another player trying to do that skill advantage.
- Inspiration Tokens. At the start of each session, you will all have a token of inspiration. At any point in the game, you can flip the token over to re-roll anything, and you must take the re-roll even if it's lower. At the same time, the DM can now decide to give you disadvantage on any roll. Allowing you to re-flip your coin over.
- Shared initiative. If you at any point roll the same Initiative as another player you two will now share that turn. You can use this to coordinate and plan things during a fight.
- You have 15 seconds to take your turn or your character will take the dodge action. This is to just make sure combat is moving. You will have all round to plan out what you want to do before it's your turn again. Please take the time to do it. Not when we're all waiting for you to take your turn.
- I use the rule of cool, but I also use "something lost, something gained". If you want to do something completely out of the rules of the game, you must give up something of the same value. for example, you are a Paladin and it's physically impossible to save your friend, and you have to do it no matter what. One may choose to give up half their levels to accomplish this.
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