======== 5th Edition Dungeons & Dragons ========
This page details how I use the 5th edition rules.
==== Included Rules ====
In general, rules are only allowed from the following books:
* Player's Handbook
* Dungeon Master's Guide
* Monster Manual
* Xanathar's Guide to Everything
* Tasha's Cauldron of Everything
Character creation can be done using any method outlined in the PHB. However, if you choose to
roll dice for your characteristics, I expect it to be done in person -- primarily so we can laugh
when you roll low. (The same rule exists for hit points at levels 2 and above)
==== Deviations ====
* **Races**: Only races from the Player's Handbook are allowed with the following exceptions and notes:
* Dragonborn, Tieflings, and Drow (Dark Elves) are //very unusual// and will be met with stares and/or discrimination everywhere they go.
* Orcs are allowed as a player race -- though they will be met with some suspicion in certain "civilized" towns.
* Goblins are allowed as a player race -- however they are //highly unusual// and generally hated by everyone.
* **Variant Rules**: All variant rules in the Player's Handbook are allowed -- with the following comments:
* Equipment Sizes (PHB, p.144): Using armor of a different size is allowed without modification. However, a day of this will incur one level of Exhaustion (PHB, p.291).
* Some variant rules from the DMG are also used. //(Need a list)//
* **Significant Injury Houserule**: When a character wakes up after being unconscious, they acquire one level of Exhaustion (PHB, p.291) if they failed at least one death saving throw while unconscious.
* **Unconscious** condition: Ignore the last bullet point: "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature." Such an attack may or may not be a critical hit based on the normal rules for critical hits.
* **Grid-based combat**: Combat is almost always done on a square-grid battlemat with miniatures or other tokens.
* **Persistent Damage**: //(see below)//
* **Wizard enhancements**:
* Wizards can put spells in their spellbook even if they are of a level higher than they can prepare.
* Wizards can use //Ritual Casting// to attempt casting spells of a level higher than they can prepare. To do so, they must spend an additional 10 minutes and make a spellcasting ability check (just like for a spell scroll) //**for each level above their maximum**//. Any failure results in //something bad// (TBD).
* **Deities**: The preferred deities are from the "Fantasy-Historical Pantheons" (PHB, p.297-299) or the Non-Human Deities (PHB, p.296)
* [[Celtic]] -- also worshipped in [[Spindrift]]
* [[Greek]] -- also worshipped in [[Lowland]]
* [[Egyptian]] -- also worshipped in [[Backbone]]
* [[asgardian|Norse]] -- also worshipped in [[Rota]]
* **Level Advancement**: Players can expect their characters to advance levels slowly. Expect to be at first level for "a few" sessions -- and do not expect them to ever reach double-digit levels. //(Unless I change my mind)//
* **Economy**: A quick rule-of-thumb is that one gold piece is equivalent to $50 in real-world spending. Thus, a Longsword costs $7500 equivalent (and is therefore considered an expensive accessory).
* **Languages**: Not everyone speaks Common, but everyone has a native tongue. //(Needs expansion)//
* **Flanking**: Let's try using the DMG Optional Rule: Flanking (p.251)
=== Persistent Damage ===
* //Sadly, playtesting determined this rule to be cumbersome and it has been jettisoned.//
* Any time a character takes damage, they incur one point of "Persistent Damage" for each die rolled against them.
* This damage is part of (not in addition to) the normal hit point damage they take and needs to be kept track of separately.
* Each point of Persistent Damage reduces the character's maximum hit point total by one.
* Magical healing (except for Healing Word) restores one point of Persistent Damage for each die rolled.
* Hit dice rolled after a Short Rest has no effect on Persistent Damage.
* A Long Rest restores ONE point of Persistent Damage.
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