Book of Rules.   Posted by Chronicler.Group: 0
Chronicler
 GM, 2 posts
Fri 21 Aug 2020
at 21:28
Book of Rules
Variant Healing

This mechanic is borrowed from the Dicestormers.

Stamina = 1/2 your Hit Points
Stamina represents energy level, combat awareness, balance, readiness to react, heroic luck, ability to turn a lethal blow into a mere graze.  High level characters have more Stamina because they have a greater pool of all these things.

Health = 1/2 your Hit Points
Damage to Hit Points represent actual physical damage.  High level characters have more Hit Points because they are able to carry more damage and still fight on, because they are Heroes.

Damage is applied first to Stamina.  Once Stamina is expended, further damage comes off Hit Points and represents actual physical damage.

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Short Rest
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level.  For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it.  The character regains STAMINA equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll.  A character regains some spent Hit Dice upon finishing a long rest, as explained below.

***Note: Only Actual Change = Healing gained during a Short Rest may ONLY apply to Stamina***

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Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.  If the rest is interrupted by a period of strenuous activity — at least 1 hour of walking, fighting, casting spells, or similar adventuring activity — the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost STAMINA.  The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die).  For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

***By using a Healer's Kit, tending to wounds with the bandages, splints and mildly magical salves contained therein a character regains half her level (rounded down, minimum of 1) in Health.  This may only be done once per long rest.***

A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 Health at the start of the rest to gain its benefits.

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Healing from magical sources heals ONLY Health

This message was last edited by the GM at 21:39, Fri 21 Aug.

Chronicler
 GM, 3 posts
Fri 21 Aug 2020
at 21:29
Book of Rules
Encumbrance
The campaign will make judicious use of D&D's encumbrance rules.

Food and Water
The campaign will make judicious use of tracking food and water, particularly when traveling/exploring.  For a point of reference, a single waterskin, per the information provided in the PHB, provides enough water for a single person for half a day.

This message was last edited by the GM at 21:31, Fri 21 Aug.

Chronicler
 GM, 4 posts
Fri 21 Aug 2020
at 21:32
Book of Rules
Skill checks
In order to maintain some level of verisimilitude, the GM will roll certain skill checks for the players, without showing the rolls.  This means that in some instances, say for example an insight check, a really bad roll may result in the character misreading or misinterpreting the situation, without the player knowing for certain that such is the case.  Or say for example a really bad history check may result in the character misremembering key pieces of information.  Another example of this would be a poorly rolled stealth check; by keeping the result of the roll hidden from the player in some instances, the player will act naturally as though they are well-stealthed, just as the character would in reality, without realizing how unstealthy they are really being.
Chronicler
 GM, 5 posts
Fri 21 Aug 2020
at 21:38
Book of Rules
Combat and Initiative
The GM will roll initiative for everyone in order to maintain game momentum.  In an instance where a player would like to apply some kind of mechanical modifier, such applications will be applied and resolved after the fact.

In most cases, I will roll individually for each NPC combatant.  On occasion, I may roll for these characters as a group.

Ultimately, initiative will be grouped, so that if Players 1 & 2 roll the highest, followed by an enemy NPC, followed by Player 3, followed by another enemy NPC, followed by Player 4, actions will be done in this manner:
  • Players 1 & 2 act at the same time, and then the GM adjudicates the results
  • NPC combatant 1 acts, and then the GM adjudicates the results
  • Player 3 acts, and then the GM adjudicates the results
  • NPC combatant 2 acts, and then the GM adjudicates the results
  • Player 4 acts, and then the GM adjudicates the results


In the past this has worked fairly well in keeping the momentum going; however, this rule will change as necessary to fit the needs of the relevant circumstances.