Game Rules.   Posted by DM.Group: public
DM
 GM, 8 posts
 Dungeon
 Master
Wed 10 Aug 2016
at 16:19
General Rules
Unless otherwise noted below, rules are as specified in the latest version of the Player's Handbook, Monster Manual, and Dungeon Master's Guide. I'll add rules clarifications below as we go to ensure we remain consistent.

Many combat situations will use maps, but optional rules like flanking, diagonals, facing, etc. won't be used.

Please don't look up specific things from the adventure in the Monster Manual, Dungeon Master's Guide, published adventure references, or relevant websites while playing. This is for the enjoyment of yourself as well as the larger group. If I suspect players are immediately consulting the Monster Manual when you encounter a new monster I may need to change some of their characteristics...

Please use the dice roller for all rolls, including for character creation.

DM has final say on any rules adjudication.

This message was last edited by the GM at 21:28, Sun 15 Apr 2018.

DM
 GM, 10 posts
 Dungeon
 Master
Wed 10 Aug 2016
at 22:17
For Clerics and those who choose available spells daily
I will ask you to create a default list of known/memorized spells. This list will be assumed to be the list you have prepared that morning unless you post accordingly, before anything happens in the story to influence your decision. No retconning of the spells you memorized that day will be allowed.

This message was last edited by the GM at 15:32, Sun 02 Oct 2016.

DM
 GM, 12 posts
 Dungeon
 Master
Thu 29 Sep 2016
at 20:04
Creating Characters
When creating new characters - roll 4d6 6 times and drop the lowest each time to determine ability scores in the dice roller.

Multiclassing is not allowed.

Feats from the Player's Handbook are ok.

Only the 3 core rulebooks (Player's Handbook, Monster Manual, DM Guide) will be allowed, though I'll make an exception for a player option from another source if there's a good character-based rationale. E.g., the Sword Coast Adventurer's Guide has a Swashbuckler option for Rogues that's required if you want to a rogue with a swashbuckling flavor. We could also work together to craft a custom character trait/bond/flaw/etc. if those in the Handbook don't suit.

You can optionally choose to be aligned to one of the Five Factions of the Forgotten Realms. If you do, explain how this came about in your character backstory.

This message was last edited by the GM at 21:40, Sat 14 Apr 2018.

DM
 GM, 18 posts
 Dungeon
 Master
Thu 29 Sep 2016
at 20:44
Leveling Characters
Characters with sufficient XP gain levels after successfully completing a long rest.

You are obliged to roll for new hit points after level 1. If you roll a 1 while doing this, you may roll again but you have to subtract 1 from the roll. E.g., if you roll a 1, then reroll and get a 4, you treat the roll as a 3 before applying any relevant Con modifiers.

This message was last edited by the GM at 21:40, Sat 14 Apr 2018.

DM
 GM, 27 posts
 Dungeon
 Master
Sun 2 Oct 2016
at 20:39
RTJ Guidance
3. Green M&M's are the best. Make sure you format this properly in the RTJ.

This message was last updated by the GM at 22:04, Sun 15 Apr 2018.

DM
 GM, 36 posts
 Dungeon
 Master
Thu 6 Oct 2016
at 14:20
Inspiration
Characters can earn Inspiration at certain points. Inspiration follows the general rules laid out in PHB 125, with the following exceptions and guidelines:

- You cannot transfer inspiration to another player. If you want to reward a fellow player for good roleplaying, please point that out to the DM and they can award it independently.
- Inspiration can be earned by achieving certain milestones or goals.
- Inspiration, advantage, or auto-success may be earned through taking creative, unique, unorthodox, etc. actions. These could include attacks that don't appear on your character sheet, using the environment in interesting ways, interacting with NPCs creatively, etc.

This message was last edited by the GM at 14:21, Thu 06 Oct 2016.

DM
 GM, 130 posts
 Dungeon
 Master
Thu 3 Nov 2016
at 20:53
Perception vs. Investigation
Perception is used to spot, hear or detect something.  It pertains to the 5 senses.

- Example 1: A character actively looking for a trap can attempt a Perception check to find it.
- Example 2: A character actively looking for a secret door can attempt a Perception check to see if there's a secret door in the area they're searching.
- Example 3: A character not looking for hidden goblins would spot one if their Passive Perception is higher than the goblin's Stealth check.

Investigation is used when you have a clue about something you can base your deductions on.

- Example 1: A character can make an Investigation check to see if they can disarm a trap they found.
- Example 2: A character can make an Investigation check to see if they can figure out how to open a secret door they found.
- Example 3: There's a dead body in the middle of the floor and you want to make an Investigation check to figure out what weapon was used to kill them.


In both cases, the more specific you are the easier it would be to find something.

For instance, you might need a 15 perception to notice a giant spider on the ceiling if you're just looking in the room generally, but if you specifically say "PC looks at the ceiling for something" then you might only need a 5 or automatically succeed.

This message was last edited by the GM at 22:31, Thu 03 Nov 2016.

DM
 GM, 184 posts
 Dungeon
 Master
Fri 25 Nov 2016
at 14:02
Drawing & Sheathing
You can sheath one weapon and draw another as part of the attack action. You can't draw two weapons as part of the same attack action (unless you have an ability that specifically allows this).
DM
 GM, 475 posts
 Dungeon
 Master
Mon 17 Apr 2017
at 00:05
Readied Actions
If you want to post a readied action, go ahead and roll it & post the readied action results as normal. E.g.: "Readied action: if a bad guy comes through the door, shoot it with my shortbow: hits AC 11 for 4 damage."

Usually, rolling for initiative is the game's way of determining who goes 1st, 2nd, 3rd, etc. in combat. But it's often convenient shorthand to say "I ready an action to ..." before initiative starts, to 'get the jump' on someone. When you take a readied action before initiative, you're basically trying to circumvent the initiative system - you're trying to gain an advantage so you can go first before your opponents. Which is perfectly understandable - someone sitting hidden in a tree with arrow knocked shouldn't have to attack after someone just wandering under the tree who happens to have high dexterity.

The problem is, all the PHB rules about readied actions are in relation to being in initiative combat. You ready an action, specify a trigger for when your action occurs, and if that trigger doesn't occur you never take an action that round. What happens if you take a readied action outside of initiative?

My take on this is that readying an action outside of initiative is essentially the same as trying to gain surprise. The sniper in the tree who has an arrow knocked is hoping to get a shot off before the target even notices her, and maybe even attack twice in a row if they roll well on initiative.

So feel free to post a readied action outside of initiative, but understand 1) if the trigger doesn't happen within 6 seconds (the usual length of a round) the readied action won't be triggered (you can always keep the arrow knocked for multiple rounds of course...), and 2) it's essentially the same thing as saying 'I'm trying to surprise my target'.