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08:08, 26th April 2024 (GMT+0)

Rules - Read First.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 2 posts
Sun 13 Mar 2022
at 06:11
  • msg #1

Rules - Read First

1) Play nice with the other players.  Aggressive or antagonistic behaviour towards other players will get you a private warning from the DM to "tone it down".  Take heed of the warning, because the next offense will see you removed from the game.  I understand that everyone has a bad day every now and then.  Try not to take it out on the other players.

2) If there is an issue with another player do not take it to the board.  PM the GM about it and we will try to resolve it.

3) Real life comes first.  This is true of everyone.  Exercise the principles of good communication and no surprises. The game will not be held up because you have not posted.  If you disappear, the DM will assume control of your character and you will have to live with the results.  If you're gone for two real-life weeks, you'll be removed from the game.  All of this can be avoided by simply telling us (in OOC or in a PM to the DM) that you'll be uncontactable for a while.

4) On meta-gaming:  I like to believe that everyone is capable of playing a role and separating player knowledge from character knowledge.  But sometimes the temptation is real, too.  For example, if you have a +5 to your perception skill, and you're checking for traps, it can be hard to ignore the fact that you rolled a 3 (total=8) and instead get someone else to try checking for traps instead (or as well).

If you choose, I can roll the dice for you, keep the result secret, and simply tell you the outcome.

5) The password is CritcalRole.

6) Please note this game may have Mature content, as defined by RPOL's policies and definitions.  Mature games are games which have (as some minor portion of them) mature themes, strong language, drug use, and/or extensive violence.  Mature games use the Mature Content flag to warn potential readers that some of the game material may be considered offensive.

This game will NOT have Adult content, and anyone participating in such (even in non-public methods) will be immediately removed from the game.
This message was last edited by the GM at 02:49, Thu 17 Mar 2022.
Dungeon Master
GM, 695 posts
Wed 25 Oct 2023
at 05:14
  • msg #2

Rules - Read First

Optional and Homebrew Rules in play

1. Dropping to Zero Hit Points and being revived magically causes Exhaustion.  This is because I find yo-yo healing in combat to be abhorrent.  Coming close to death should be meaningful.  This also gives clerics and other healers a chance to be awesome, rather than being a life support system for other players.

Exhaustion clears at the rate of one level per Long Rest, assuming you have ample food, water, and rest.  A single level of Exhaustion may also be clear by casting Lesser Restoration.  Casting Greater Restoration clears all levels of Exhaustion from the target.

2. Drinking a potion is a Bonus Action -- straight out of the Critical Role live show.  it worked well for them, and it speeds up combat a little bit.

3. Magical Healing gives you the opportunity to spend hit dice.  Because magical healing in D&D rarely keeps pace with damage.  Any time you receive magical healing -- whether from a spell like Healing Word or Cure Wounds or from a potion, the recipient of said healing may also spend hit dice to heal up to the value of the number of dice being used.
  • Healing Word at first level cures 1d4 + the spellcasting modifier of the caster, and also allows the target of the spell to be able to spend 1 hit die.
  • Drinking a basic potion of healing heals 2d4+2 hit points.  Someone drinking said potion may also spend up to 2 hit dice on this healing.
  • A Paladin's Lay on Hands feature drives the same benefit, but at a rate of 1 hit dice per five points healed (rounded up).  Healing someone for 6 points of healing gives that character the chance to spend 2 hit dice.  Healing for 5 hit points only gives them the chance to spend 1 hit die.
Once you have spent all of your hit dice, you cannot use this feature again until you have recovered hit dice.

4. Hit Dice are recovered at both a Short or a Long Rest.  As per normal D&D rules, you recover up to half (rounded down, minimum 1) your spent hit dice at every Long Rest.  Additionally, you recover up to one quarter (rounded down, minimum 1) your spent hit dice at every Short Rest.
This message was last edited by the GM at 00:16, Mon 11 Dec 2023.
Dungeon Master
GM, 703 posts
Sun 29 Oct 2023
at 00:45
  • msg #3

Rules - Read First

Spell Alterations


Goodberry (Level 1 Transmutation)
PHB, p246.:
Goodberry
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration.  A creature can use its action to eat one berry.  Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.


1) Goodberries are not tiny little things.  They're at least fist-sized.  Did you know tomatoes are actually berries?  Goodberries are tomato-sized, grown with magic to be the prime size they are, packed with nutrients to allow someone to subsist on a single goodberry for a whole day.  This also supports the rule that it takes a round (6 seconds) to eat one.  You're not scarfing whole handfuls of berries at once.

2) With Goodberries being the size that they are, you're not going to be eating 150 of them to regain 150hp.  Or even 50.  Or even 10.  You can eat one, maybe two, per day.  After that, you've gorged yourself and cannot eat any more for the remainder of the day.

The spell still does everything it says it does -- provides nourishment (food, not water) for a whole day, and heals for 1hp when it's eaten.  The berries last for 24 hours.  but you can't use it as a replacement for Cure Wounds -- or Prayer of Healing -- or any of the other healing spells available.  There's a reason those spells exist; they're generally more effective.


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