I'm trying to keep this minimal, and in one place.
natural 20's count as natural 30's and allow critical chance. They are not automatic successes beyond what this "natural" 30 provides.
natural 1's are likewise not auotmatic failures, instead being natural -10.
Spoiler for motive: (Highlight or hover over the text to view)
For most cases this means rolls within your ability still fail and succeed on these rolls, but rolls way outside your ability, way beneath what you've mastered, won't alter success or failure. Anymore than a thousand meerkats can kill an elephant, a thousand goblins of no special training cannot kill a Great Wyrm, not escape its automatically affecting them with most powers. This is not even possible. It's outside routine plausibility, no matter how many times this process is attempted, the results are the same.
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DM note: please disregard the above. Rules below apply.
Cleave and Great Cleave do not function on attacks of opportunity. The rules say you can, I veto that. It's too exploitative.
Bonuses that seem to stack infinitely don't, they don't stack at all. One example of this is the Orange Ioun Stone.
Warmages, Beguilers and like that allow spell access must pick per spell. So Rainbow Servant cannot spontaneously cast ANY cleric spell.
Forum or theory crafted builds will likely be vetoed. So KISS. If you think the rules clearly state you can do something outrageous, you're probably not in touch with WotC like I was. Most of this never did work as forums posted, and so won't in this game.
All classes gain proficiency with unarmed strike. This is most important to Monk.
If you want to id items in mass, in combat, use Analyze Dweomer,
not Great Arcane Sight. The latter will just tell you the spells that were used to create them and what school the item falls under.
Finally, we're using upkeep. I do not have my DMG currently. I'm working on getting a legal pdf of it, but tight on money from home situation. The SRD is not easy (for me) to find sidebars. I believe it is on page 140 or 240. It's the lifestyle upkeep. This allows you to benefit from changes of clothes, arrows, and inn tabs without bean counting. If in doubt, you'll get more than the gold pays for. Survival, class ability and spells, can augment or eschew the need for these upkeep costs. I will have a full list of what comes with each level of upkeep, down to the exact amount if necessary.
XP costs for dying and spells will be handled through a special "Creation Points" pool before you need to use your own XP. The latter pool may be used if you desire, before Creation, such as to even with other players lower level than you.
This message was last edited by the GM at 03:07, Mon 26 Sept 2022.