1. We'll allow a reroll if the modifiers of all the stats combined don't add up to at least 0 before racial modifiers.
2. We are using lifestyle expenses. Eating rations reduces the expense for a day by 5sp, and pay attention to page 187 of the PHB for other options(just note you will be one level of lifestyle lower than that page suggests.) Proficiency in Wisdom (Survival) removes the cost entirely when outside of town, but keep in mind, outside the walls, random encounters are likely at any time. Lifestyle expenses include day to day expenses including but not limited to: Food, equipment and property maintenance, refilling quivers and spell component pouches (non-magical ammunition and non-costly components only,) taxes, etc. Your level of lifestyle determines how you are viewed by the community. If you take a long rest without covering the expenses somehow, you will take a level of exhaustion.
Costs per day are as follows:
Squalid lifestyle (homeless, in town. DC 10 Con Save or suffer from exposure:) 5SP.
Poor Lifestyle 1 GP (includes wilderness camping without Survival. DC 10 Con Save or suffer from exposure.)
Wilderness Camping (With Survival. DC 10 Con Save with advantage or suffer from exposure. Equivalent to Poor Lifestyle.): Free
Modest Lifestyle: 2GP
Room and board at inn (Equivalent effect to Modest Lifestyle): 3 GP
Comfortable Lifestyle: 4GP
Wealthy Lifestyle: 10 GP
Aristocratic Lifestyle (grants Position Of Privilege feature as seen in Noble Background): 30 GP
Winter Blankets/heavy clothes, and lean-tos give advantage on saves vs. exposure. Tents and other enclosed shelters combined with blankets or heavy clothes, negate the check entirely. Features that resist cold damage, or ignore the effects of cold climate mean immunity to exposure as well. If you suffer from exposure, you gain a level of exhaustion. You still gain all benefits from your long rest. Note you gain the level of exhaustion from exposure
after healing a level of exhaustion from resting.
3.a. Downtime: Downtime will be handled using the rules from Xanathar's Guide to everything, though we don't use the complications chart. However, since we won't be forcing everything to fit in one schedule, downtime will be treated as a resource, granted in 8 hour units. Each character gets 5 Downtime units every Monday, and various amounts from completing jobs. Downtime is transferable between characters. You may spend downtime at any point, even if you aren't in town, but you must return to town to pick up items you build, (essentially events in town run on their own timeline otherwise.) You gain 1xp for each downtime unit spent. Running a shop requires no downtime, but crafting things you want to sell does. I know this sort of makes it like you are in two places at once, but we really don't want to prevent players from being able to both run shops and go on adventures. While adventuring you can spend 1 unit of downtime per day, in addition to any you skim from a long rest (1/8th of a unit per hour spent not sleeping.)
- Exception to the XGTE rules: For training skills, tool proficiencies, languages, or weapon proficiencies you will be using 25 downtime units minus the lower of your intelligence modifier or the trainer's to calculate how much downtime is spent. For gold cost you will be using x 50gp per downtime unit. If one player character wishes to train one or more other players, they may set their own price, but have to spend downtime equal to amount spent by the student with the lowest INT score. One player character may train up to four students at a time.
In addition we will be allowing players to change their subclass when they level up at the cost of a number of downtime units equal to twice their new level in the class. Don't ask how this works with sorcerers.
3.b RUNNING A BUSINESS
Sales to other player characters are whatever you agree on, but what if you want to have regular NPC customers? A character rolls percentile dice and adds the number of downtime units they wish to spend (maximum 30), then compares the total to the Running a Business table to determine what happens. If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a - 10 penalty to subsequent rolls made on this table. XP is earned for downtime spent, as usual. You may always make the check with no downtime spent, if you want to take your chances (but no more than once per long rest.) The maintenance cost is your lifestyle expense for 30 days (and if the business covers it, it means your lifestyle expense is paid for that many long rests.) This doesn't deplete any stock you actually make, that's just for players! You must maintain a modest or higher lifestyle. If you have a higher lifestyle, add these modifiers to the roll on the table:
Comfortable Lifestyle:+5
Wealthy Lifestyle:+10
Aristocratic Lifestyle:+15
RUNNING A BUSINESS TABLE
dlOO +
Days Result
01-20 You must pay one and a halftimes the business's
maintenance cost for each of the days .
21-30 You must pay the business's full maintenance
cost for each of the days .
31-40 You must pay half the business's maintenance
cost for each of the days. Profits cover the other
half.
41-60 The business covers its own maintenance cost for
each of the days.
61-80 The business covers its own maintenance cost for
each of the days . It earns a profit of ld6 x 150 gp.
81-90 The business covers its own maintenance cost for
each of the days . It earns a profit of 2d8 x 150 gp.
91-100 The business covers its own maintenance cost for
each of the days. It earns a profit of 3dl0 x 150 gp.
Over 100 The business covers its own maintenance cost for
each of the days. It earns a profit of 4dl2 x 150 gp.
4. Rest and sleep: Sleep is not required to get the benefits of a long rest, however, most races need 6 hours of sleep a night. Any time you are awake for more than 18 hours, you make a Con save at the start of every four hour period, DC 10 + number of hours beyond 18 you've been awake. Failure equals a level in exhaustion. Failure by 10 or more means you fall asleep.
5. PP and EP will not be used as they can make things more difficult to calculate. Instead only GP, SP, and CP will be used as currency.
6. We are using the standard encumbrance rules as stated on page 176 in the PH, with a single exception. GP, SP, and CP will not take up a part of that weight. Instead they will be counted as no weight at all so you may carry as much of it as you may need.
7. We are allowing the taming rules from the link below:
https://www.reddit.com/r/DnD/c...kenr&sh=53d0eade
We are ignoring the ban on rogues being able to tame. We find the rule to be unfair, especially since bards can still tame with expertise, as can humans with the prodigy feat.
8. If your character dies, you may make a new one of their level, but their xp is reset to the minimum for that level, and they have starting wealth as determined below. The dead character's items and equipment may be claimed by party members and any real estate they owned belongs to Smith, if they have no next of kin.
Character Level
lst-4th: Normal starting equipment
5th-lOth: 500 gp plus ldlO x 25 gp, plus normal starting equipment
11th-16th: 5,000 gp plus ldlO x 250 gp, one uncommon magic item, plus normal starting equipment
17th- 20th: 20,000 gp plus ldlO x 250 gp, two uncommon magic items, plus normal starting equipment
9. Spellcasters with cantrips may change out one cantrip for another any time they level up. Additionally, if a character has a cantrip that has been just sitting on their list never getting used, we will allow it to be swapped out, as long as it isn't done in an opportunistic manner (i.e. suddenly knowing
move earth when the party needs to dig a hole quickly.)
10. Selling items: Merchants will generally buy an item for half the listed price, however, Hexia and the Triton Embassy won't buy any of the magic items that they sell, and Jessop won't buy consumables.
11. Multiple Characters: Players are allowed a max of 2 characters per player.
Rules for having multiple characters is as follows:
1. 1 business will be allowed per player regardless of how many characters you have
2. XP sharing will be allowed between characters owned by the same player (ex. A player with a level 1 character and a level 5 character may give the level 1 character any xp accumulated by the level 5 or vise versa)
3. No going on quests with your own characters
4. Only one character per player may enter the Arena's tournament at any given time
5. Player names Must be on All character sheets.
6. Each character is eligible for any bonus xp given out unless otherwise stated.
7. Each character keeps track of their own downtime units. You can, however, have your characters work together as if you were working with another player's character, or simply share the DTUs of one of your characters with another.
8. Characters that die will be replaced with characters of the same level unless the player requests for a lower level.
12: "Too Easy" combats: When traveling or camping, any time the CR of the area you are in would result in combats considered "too easy," you will be given the option of skipping the fight entirely (explained as either keeping your distance, or the enemies realizing you are way more than a match for them.) You will still receive half the xp you would have gotten if you had fought, but no other spoils.
This message was last edited by the GM at 04:19, Sat 18 Mar 2023.