Please be aware of the following new rules and changes of existing ones:
Flanking during combat will only provide a +2 bonus to attack rolls instead of advantage.
Damage rolls of critical attacks will at least deal damage equal to the maximum possible result of a normal hit (e.g. an attack that deals 1d8+5 damage will deal 2d8+5 damage on a crit, with a minimum result of a 13).
Failed death saving throws will persist throughout the day. After each long rest one failed death save will be removed.
If your character falls unconscious (0 HP) during an encounter, they can only be brought back above this threshold once. If the PC gets knocked out for a second time during the same battle, they remain this way until they either perish due to a 3rd failed death save, or after a short rest is over. Even then they suffer one level of exhaustion from this ordeal. The only way to circumvent this scenario is a natural 20 on a death saving throw.
We will use attunement for magic items, but there will be no maximum number of attuned items you can have active at the same time.
PCs automatically succeed on basic ability checks as long as the DC is equal to or less than their ability score for this check (e.g. a PC with a strength of 18 will always be able to kick down a wooden door, an athletics sill check with a DC that is usually between 12 and 15).
Potions can be used with a bonus action as long as your PC has them available and within easy reach (on a belt, for example, not in the backpack). Administering a potion to someone else costs your main action.
This message was last edited by the GM at 08:23, Mon 28 Sept 2020.
GM, 9 posts
Mon 28 Sep 2020 at 08:26
After reading some of the submissions and some consideration, I've decided to remove one entry from the list above. Having a negative consequence from rolling a natural 1 on attack rolls was designed to make combat a bit more exciting, but introducing additional reactions is not the best idea for a pbp game.