This is where all the quirks of my style of GMing will go. Just in case they are needed. These rules are more to do with the rules of 5e, rather than my rules in regards to this game. If that makes any sense.
1: This game will be using the following Gestalt rules, created by Rosslington:
http://homebrewery.naturalcrit.com/share/HJbEWuLjW
2: Your passive Perception will always be used whenever you enter an area (or something changes), to see if you notice anything interesting. You can roll Perception 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.
3: 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.
4: 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.
5: 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).
6: Darts are considered to also have the 'Light' weapon trait.
7: If you are hidden during combat, and make an attack, Perception checks made to find you will have advantage. This applies for monsters, as well. Making a Perception check to find a hidden creature in combat is considered a free action.
8: 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).
9: Ceilings are always 10' tall unless explicitly stated otherwise.
This message was last edited by the GM at 21:09, Sun 11 Nov 2018.