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, welcome to [5e] A New Set of Gestalt Rules

05:09, 26th April 2024 (GMT+0)

The Rules.

Posted by NarratorFor group 0
Narrator
GM, 1 post
DM/GM/ST/etc.
Nothing to see here...
Wed 5 Jun 2019
at 19:56
  • msg #1

The Rules

  1. You can be an ass IC, but not OOC.  If you have a problem with another player, bring it to them, then bring it to me.  I’m not afraid to use the boot.

  2. This will be a mature game.  I generally don’t use language myself but will not censor it IC.  Please limit the swearing in OOC however.  Violence will not be graphically described, and sexual situations will go no further than the private room you take it to (and fade to black).  If you haven’t already, make sure you familiarize yourself with the Mature Games and Adult Games policies.

  3. Please avoid posting images whenever possible and be familiar with RPoL’s image policies if you do.

  4. No metagaming.  If you think your character should know something, that’s what all those wonderful skills are for.  Roll it.  You can discuss strategy OOC to a point, but don’t map out every move beforehand for maximum destruction.  I’ll change the rules.

  5. OOC goes in its own thread, unless it specifically pertains to the post itself or those immediately before it (i.e. combat, skill checks, clarifications about DM posts).  OOC in an IC thread should be orange.

  6. There is NOOOO Rule 6!

  7. Pick a color, any color (except orange), for your character to speak in.  Phone posting is not an excuse.  All you need to do is put <ColorName></ColorName> around the outside of the speech.  If you bold your speech, then add the <b></b> around the outside.  For italics, replace the b’s with i’s.  Every phone keyboard can type those symbols; take the time to find them.

  8. When the DM calls for initiative rolls, post your first-round character actions and any necessary rolls in the same post.  After all players have gone, the DM will narrate the round.  Initiative ties will happen simultaneously.

  9. You can roll for a skill anytime you think that it’s necessary.  Just because it looks successful, does not mean anything.

  10. When attacking, identify who or what you are attacking.

  11. The DM makes the rules.  The DM can change the rules.  If you want to change a rule, please ask.  I am always willing to listen.

  12. If you will need any extended absences, just drop a quick line.  We understand that life comes first.  We can either wait, robot your character, or put them in the background until needed.  If you want to leave the game, please show the courtesy of letting us know.

This message was last edited by the GM at 06:00, Wed 31 July 2019.
Narrator
GM, 2 posts
DM/GM/ST/etc.
Nothing to see here...
Wed 5 Jun 2019
at 20:39
  • msg #2

Character and Homebrew Rules

  1. The gestalt rules are here.  For this game, the optional single class gestalt is allowed, but the optional multiclass gestalt is not.

  2. All officially published materials will be available for use, with the exception of DMG races and classes.  This includes the Guildmasters' Guide to Ravnica, Eberron: Rising from the Last War, and Mythic Odysseys of Theros, but not Wayfinder's Guide to Eberron, Unearthed Arcana, or any 3rd party releases.

  3. You have two separate options for generating your ability scores.  Once you select your method, you must keep it.  If you roll and are not happy with it, you may opt to revert to the point buy system.

    • Point Buy Method
    • You have 35 points to spend on your ability scores.

      Ability Score Point Cost
      ScoreCostScoreCost
      80147
      91159
      1021612
      1131715
      1241819
      135  

    • Dice Roll Method
    • You may generate your character's six ability scores randomly.  For the first two ability scores you will roll 3D6 and drop the lowest die, then add 6 to the total.  For the remaining four ability scores you will roll 4D6 and drop the lowest die.

  4. When rolling for Hit Points for a new level, the minimum for this roll is the average value for the hit die.

    Hit DieAverage Value
    d64
    d85
    d106
    d127

  5. Darts are considered to have the “Light” weapon trait.

  6. Half-Sea Elves may replace Skill Versatility with Sea Elf Training or Child of the Sea (from Mordenkainen's Tome of Foes).

  7. Warlocks replace their starting equipment options from the Player’s Handbook with the following:
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a component pouch or (b) an arcane focus
    • (a) a scholar’s pack or (b) a dungeoneer’s pack
    • (a) leather armor or (b) scale mail (if proficient)
    • (a) any simple weapon and two daggers or (b) any martial melee weapon (if proficient)

  8. A Wild Magic Sorcerer rolls to Surge every time they cast a level 1 or higher spell.  If the sorcerer fails to surge, each subsequent check adds a cumulative +1 bonus to the surge number, up to a maximum bonus equal to the character’s Charisma modifier.  The surge number is reset to 1 after a successful surge.  The Tides of Chaos feature only resets after a successful surge.

  9. The Lucky feat is modified regarding advantage/disadvantage.  If you are rolling with disadvantage, or if your opponent is rolling with advantage, you cannot add a third die.  You may instead pay 1 luck point to select which of the two rolls to use.  You can still pay a luck point to add a third die if you have advantage, or if your opponent has disadvantage.

  10. The Magic Initiate feat is modified for clarification.  As an initiate, you can use the appropriate type of spell focus in place of any required Material components.

  11. The Variant Encumbrance and Variant Flanking rules will NOT be in effect.

This message was last edited by the GM at 20:10, Mon 17 Aug 2020.
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