PARTY ROSTER | ||||||
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CHARACTER NAME: | RACE: | CLASS: | LEVEL: | PORTRAIT | DESCRIPTION | SHEET |
Tiana Timbers | Forest Gnome | Druid (Circle of the Moon) | 4 | Yes | Yes | Done |
Ril'iira Rilyn'viir | Drow Elf | Paladin (Oath of the Ancients) | 4 | Yes | Yes | Done |
Rennan Maskalar | Stout Halfling | Monk (Way of the Open Hand) | 4 | Yes | Yes | Done |
Perrin Edermath | Half-Elf | Bard (College of Lore) | 4 | Yes | Yes | Done |
Ambergaive | Human | Wizard (School of Abjuration)[2] / Cleric (Life Domain)[1] | 4 | Yes | Yes | Done |
Brongur Rockseeker | Mountain Dwarf | Barbarian (Berserker) | 4 | Yes | Yes | Done |
1. Combat. At the beginning of combat I will award a surprise round if applicable, then we will roll initiative. I will then group the players and enemies, and we run rounds in groups. Players will be sorted by whether their initiative falls before and/or after enemies. So if we are fighting a single group of identical monsters, we will roll initiative and whoever is faster than the monsters will go first, followed by the monsters, then whoever goes after; you can post your plan of action even if others who are 'faster' than you in your round haven't, and after I have everyone's actions I will post results and begin the next block, in order. If someone else kills your target before you attack, I will try to redirect your attack to another, or ask you for an alternative course of action. You may declare in you post that you wish to wait until another player who is slower than you go before you take your action. Finally, when your block round begins, you have 24 hours to post. If you do not post within those 24 hours, I will have your character perform a basic attack or cast a minor spell, whatever seems the most appropriate. This is to keep things flowing in combat, so the action doesn't get stale and we won't lose any sense of threat. *IF* you see the way combat is heading and don't think you're going to be able to post during your 24-hour block, you can PM me and let me know. I can give you a little extra time if needed, or you can give me a general plan of action. 2. PVP. Players can have arguments, the drama can be interesting, maybe if I think it's valid, they can have a scuffle. But fighting each other is not the point. 3. Survival. I want to run a relatively realistic game, including survival aspects. I will be trying to track both food/water and sleep, and be using exhaustion rules. I think it makes for better storytelling and roleplay anyways. 4. Loot. When one or more characters has an expressed interest in a particular loot item, they will have to roll 1d20 for ownership. The higher roll gets the item, but also will take a -4 on similar rolls in the future. The -4 will stack in the case of multiple victories. If/when all characters have obtained at least a single -4 modifier, I will remove one -4 from each, effectively eliminating all -4s, and reducing higher negative modifiers down by a single stack of -4. All that being out of the way, such disputes can also be resolved IC, through a variety of options which I might prefer to see. These options can be the flip of a coin IC (one character rolls 1d2 after the other 'calls' 1heads or 2tails), by agreeing upon a trade, or by going against eachother in a game or other competition, as by the rules of competition in the PHB. These alternative solutions must be agreed upon by each player ahead of time. 5. Ability scores. The maximum limit of 20 in an ability score is lifted to a maximum of 20 BASE. Base means before adding racial bonuses. For example, a Goliath, who gets +2 to strength can actually raise their strength as high as 22, since the base without racial is still 20. This is to reflect the fact that a racial powerhouse like a Goliath who spends their life training their physical prowess, should be more powerful than a halfling who trained as hard, and likewise a halfling should be able to be more dexterous. The modifiers for ability scores higher than 20 are still available in the PHB. 6. Leveling up. When character gain enough experience points to level up, the sheet may be changed immediately, but the new features and other benefits of the level do not take effect until a *long rest* has been achieved. For HP; the sheet can be updated with the new max total, but leave the bio lines, which I use during the game, the same. 7. Death Saving Throws. Death saving throw failures and successes remain on a character until the next long rest. For example, if a character goes down to 0 hp and makes two saving throws, one failed and one success, those remain until a long rest is completed, so if they go down again they start already at one failure and one success. If three successes are made, the character becomes stable and keeps two. Three failures results in death, but if the same character is brought back to life, they keep two of the failures until long rest is achieved.This message was last edited by the GM at 20:59, Wed 04 Jan 2017.