General Discussion
ANNOUNCEMENT
Some house rule additions below:
3. Taking 10s:
In some cases taking 10 is allowed. In my games it is only allowed if you're
1. Trained in the skill or proficient in the type of roll (dex, con, etc). Or -
2. If you have the supper attribute associated with that check. Or -
3. If you have a +2 or higher bonus to the associated attribute.
Yes, this means you can take a 10 in combat on some checks even in dire situations.
However, you cannot take a 10 on a saving throw regardless.
For example: Eddy has a clear path to a goblin he wants to attack but there is a 5ft square that is occupied by a fire that is somewhere in between them. He wants to just run straight for the goblin, jump over the fire and close the rest of the distance to attack. Jumping is strength/athletics check. If Eddy has +2 mod bonus to strength, or is proficient in the athletics skill, or has strength as his super attribute, he can take a 10 on the jump roll.
If the situation is not dire, if a character is not hurrying, & if the task is fairly easy, I might permit the use of taking a 10 when a character does not meet the above prerequisites.
4. Reminder for Heavy Armor:
This came up in previous games so here is a reminder. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
House rule modification for swimming in heavy armor:
Swimming in heavy armor for anyone that does not meet the armor prerequisites will have disadvantage on all checks in water that is above their head. Their speed is also halved as it normally would be for all. If just swimming in calm waters endurance will be taken into consideration after 1 minute. Holding of breath will begin to take affect after 2 endurance failures. These types of characters cannot swim in rough waters while wearing heavy armor. Endurance checks will start right away and holding of breath will begin immediately after first endurance failure as long as they remain in rough or stormy waters that is above their heads.