House Rules
These are the House Rules we are using for this game. These are more mechanical than the rules above. This section is separated by category, to try and make things a little easier to read.
General House Rules
A-1: You may roll Perception at any time. Your natural Perception will always be used whenever you enter an area (or something changes), to see if you notice anything interesting. You can roll at any time to see if your natural ability missed anything. You may also roll any knowledge skill at any time (Nature, History, Religion, Arcana) to see what you know about something.
A-1.1: If you roll a knowledge skill, please only roll one at a time. IE: don't make one flat roll and tell me your modifiers for every knowledge skill; make more than one roll if you want to do that. This way, I can better give the information that skill pertains to.
A-2: Any animal/animal-like monster you come across has the possibility of being tamed. This will require an Animal Handling check against a DC determined by me depending on the target. Some animals will simply refuse. All animals tamed do not fall unconscious when they reach zero HP, they simply die. Only a Ranger's Companion animal will scale with them. All other animals do not, regardless of the class of the tamer. More intelligent animals will take longer to get fully under your control.
A-3: Parties have a limit of six members, and a minimum of three. Any less than three becomes quite dangerous, and more than six leaves loot spread very thin. Animal companions do not count towards your party limit. They do still require food, though.
A-4: You may opt out of the Verdee threads (stores, RP threads, or both) at any time. Just send me a message. You can ask for entry to these threads once they are needed again.
A-5: Traveling forwards in the West Marches consists of a Survival roll to not get lost. When moving forward, please name the next 3 hexes you intend to visit. You will move along that path should nothing happen. Should you wish to search around the hex you are currently in, or head to a known location within a hex, a Survival roll is needed. Searching a hex takes longer than moving from one hex to another.
A-6: I provide a tally of all loot obtained at the end of an adventure. You don't have to worry about splitting it until then, unless you really want to. Just make sure you note it somewhere so you don't accidentally duplicate your loot.
Character Creation/Leveling House Rules
B-1: You can only level up outside of combat. All features gained from leveling (spell slots, class abilities, etc) are gained immediately (no rest needed). The HP you gain from leveling up is added to your current HP and your max.
B-2: Aqua, Aura, Ignan, and Terran are considered sub-languages of Primordial. If you speak one, you speak Primordial. The obverse is true: if you speak Primordial, you speak all of the sub-languages
B-3: Downtime activities from the PHB and XGtE do not have a downtime cost to them. Monetary costs still apply, though.
B-3.1: Some downtime activities (again, from the PHB and XGtE) allow you to earn money through crafting. There is a cap of 100 GP per visit to Verdee on this.
B-4: Gold can be exchanged for XP at a rate of 1 GP for 3 XP
Combat House Rules
C-1: Your Initiative in combat does not affect posting order. It just affects the order actions are resolved. This is to keep the game moving in combat, as many games like to slow down and die at that point.
C-2: Please post your actions, and make your rolls, when you roll your initiative. This helps resolve combat way faster. If you are going to use your Reaction for the round (or expect you might need to), please state so in advance. If you would like your attack to target a specific enemy (bandit #1 instead of #2, for example), please state as such. Otherwise, I will direct your attack to the nearest available target with the lowest life.
C-3: If you are a Wild Magic sorcerer, you roll to see if you experience a Surge after every sorcerer spell cast. If your roll is equal to or less than half the level of the sorcerer spell (rounded up), you Surge (IE: a level two spell requires a roll of 1 to Surge. A level four spell requires a roll of 2 or lower to Surge).
C-4: If you are hidden/hiding during combat, and have made an attack at any time in the combat, Perception checks made to find you will have advantage. This applies for monsters, as well.
C-5: Ceilings are always 10' tall unless explicitly stated otherwise.
C-6: If you require a map for your current fight, all you need to do is ask and I will create one. All combat maps I create are ASCII.
C-7: The Cleave rule from the DMG is being used. Any excess damage will be passed on to other enemies (IE: Dealing 10 damage to an enemy with only 7 HP left means 3 damage will be passed on to an adjacent enemy). This only affects melee and ranged weapons. Spells are unaffected by this rule.
Item/Loot House Rules
D-1: To retrieve spent arrows, you roll Perception. The DC is 15. If you pass, you get half of your spent arrows back. Failure means you get nothing. You can only retrieve arrows that missed their target. Arrows that hit are deemed unusable due to damage. Round the roll up, if needed (1.5 arrows is impossible, so it would be 2 arrows retrieved).
D-1.2: For retrieving thrown weapons (handaxes, javelins, daggers, darts, etc.) roll Perception. If you beat DC 15 you find 3/4 of your thrown weapons regardless of hit or miss (the remainder are either nowhere to be found or are damaged beyond repair). If you beat DC 10, you find half your thrown weapons. As with the arrow-related rule above, round up where necessary.
D-2: To skin an animal, roll Survival. Feathers, beaks, claws, and hides can all be sold. Only one person needs to roll Survival to loot slain animals (I will only use the first roll, regardless of result), and can be helped by those near them. Animals can only by looted with Survival; do not roll anything else for that.
D-2.1: If you would like to loot something that is not an animal/beast (human, devil, undead, what-have-you), you do not need to roll anything. Just mention that you are looting, and I will give the results.
D-2.2: Parts obtained from a creature may be kept, rather than sold for money. If you do so, you might be able to turn the parts into a unique magic item at the Outdoor Magic Market in Verdee.
D-3: Darts are considered to also have the 'Light' weapon trait.
D-4: Spell scrolls can be used with a bonus action. In addition, all classes can use a spell scroll of any level without making an ability check. Identifying a spell scroll requires an INT (or your spellcasting ability, if applicable) check vs the DC (13+spell level). If a spell scroll requires a DC or a damage roll, it uses the abilities of the person who read the scroll (INT or your spellcasting ability where applicable).
D-5: Transcribing a new spell into your spellbook (whether from a scroll or another spellbook) costs 15 GP/spell level. Cantrips can be transcribed for 10 GP.
D-6: The Outlander background feature does not automatically grant you food and drink except in hexes where food and water are abundant. It otherwise just makes the roll to do find food/water easier.
This message was last edited by the GM at 23:57, Sun 04 Feb.