This page is intended as an overview of information, expectation, homebrew, etc. for games that I run.
Basically, have fun and chill
1% of your time, like, all of it
Sourcebooks, Races & Sub-Races, Classes & Sub-Classes, Complete Character Change, Optional Class Change, Racial Feats, Hitpoints, Backgrounds, Secrets
Bloodied, Sprint, Flanking
Taking Notes, Inspiration, Passives, Milestone XP, Encumbrance, Death Saves, Taking 20, Skills between Players
- Character Creation
We're all coming together as friends to weave a fun and rich story that's more than you could ever get from a book, TV show, movie, or video game, because when we look back on the adventures that we had together, it's never about what our characters did, it's about what we did. So let's make sure we're maximising enjoyment from this hobby of ours.
That means speaking up when you're uncomfortable or upset in a clear and rational way, and not waiting until the things you don't like about our games begin to outweigh the things you do like.
But it also means finding ways to make our characters' stories incredible ones by lifting each other up, and working together as a team, not just during combat or during intense roleplay interactions, but out-of-game as well, and making sure we're all committed to bringing our best to the table, and leading with empathy when a friend is struggling.
Probably goes without saying, though, cause I have no doubt we'll have no problems anyway!
Let me know whenever something happens that you don't like, and likewise, let me know when something happens that you really like! I'll do everything I can to minimise or remove what's bad, and everything I can to maximise the good!
give ya boi a virtual fist-bump to sign this agreement
I'll do my best to keep everyone on pace by making a semi-regular and predictable schedule. All that's required on your end is to pick dates that work for you—really and truly work. It's 1000% fine if you can't make any of the dates, we want you at the table, so we'll work around to find what works!
And to help you remember when games have been scheduled, I'll also do my best to keep this calendar feed up-to-date with finalised session dates. Please drag it into your calendar/subscribe/whatever if it helps you.
These Homebrew Rules are all intended to help the game run more smoothly, balance mechanics better, and to inject some fun and tension into our gameplay.
Any official 5th edition sourcebooks are free to use (e.g. Player's Handbook, Dungeon Master's Guide, Xanathar's Guide to Everything). Homebrew and Unearthed Arcana are at the DM's discretion!
Complete Character Change after 1st Game.
Because this will be a long-term campaign and I want you to enjoy your characters, the first session will be a bit of a test for your character, and if you're unhappy with things, you're free to completely re-roll any aspect of your character before the second game.
Optional Class Change at 2nd Level.
Without going into detail, at the beginning of the adventure, all forms of magic, Arcane or Divine, are completely unavailable to characters.
At 2nd Level, you will have the option to change your class, and, as such, you may wish to play as a Barbarian, Fighter, Monk, or Rogue until then. You could also choose to simply re-flavour your class for the 1st Level; although, this means your character will see reduced abilities if you choose to play one of the following classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard.
At character creation, choose a Racial Feat from Xanathar's Guide to Everything. If there isn't one available for your chosen race, you can choose one that matches as closely as you can, at the DM's discretion.
1st Level: Maximum Hitpoints
2nd – 20th Level: Roll for Hitpoints, re-rolling on 1s.
This campaign will take you on a sprawling adventure across a vast and rich world where you'll have the opportunity to really shine, no matter what kind of character you'd like to create. As such, you're highly encouraged to think about your character's traits, ideals, bonds, flaws, etc. and how you'd like your character to develop over the course of the story. What are they looking for from life? What are they running from? What do they want the world to look like when they've passed on? What's for lunch tonight? The DM can work with any ideas that you have to weave them into the story however you feel best suits the story you'd like tell.
No Secret Characters.
Players are encouraged against creating characters that harbour too many secrets that they wouldn't share with the rest of the party. While that's not to say that you cannot reveal the many facets of your character as the story progresses (and you should!), what I would like is for the Players to at least know the race, class, and a shallow summary of all the Characters to encourage synergy and prevent unwanted clashing.
To try to keep combat light and quick, the DM will tell you when an enemy becomes Bloodied—dropping below half their Hitpoints—rather than go into detail of their wounds as they take damage.
On your turn, you can sacrifice all of your Actions to Sprint at 5 × Speed in a straight line, but the movement you make provokes Opportunity Attacks at Advantage.
Flanking Skill Checks.
Flanking requires a creative description from the Player and a respective skill check that beats the target's AC in order to grant Advantage.
For example, you might describe how you and your flanking ally are coordinating your attacks and make an Acrobatics (Dexterity) against the target's AC. In addition, for simplicity's sake, flanking only applies when Players are directly opposite one another around the target.
Session and Player Notes.
Players are in charge of creating and organising their own notes on the campaign (e.g. make a Google Doc you can all edit). At the start of each game, the Players are in charge of going through a re-cap of the last session(s). Whether you elect someone to do it each time, loop through everyone, pick at random is up to you.
At the beginning of each game, each Player draws a card from a standard 52-card deck which they can spend the value of on any roll at any time. Face cards count as a 10 and Aces count as a Natural 20!
Passive Insight, Investigation, and Perception.
Unless specifically directed to, you will need to declare whenever you'd like to make Insight (Wisdom), Investigation (Intelligence), or Perception (Wisdom) checks. Otherwise, I will use your Passive Insight, Passive Investigation, or Passive Perception to direct what you know, find, or see.
This campaign breaks down the adventure into parts, some of which can be done in any order, but each rewarding the characters with a Level. This means you will not have to track experience points, but also asks you to put trust in me that I will put engaging and worthwhile side-tasks for you to embark on since you won't be in a situation like
if we just all go out and kill some random wild animal we'll level up.
Nooo…I hear you cry, but it's straightforward and forgiving. Carrying Capacity = 15 × Strength Score. You can also push, drag, or lift beyond your carrying capacity, up to 2 × Carrying Capacity, at a speed of 5 ft.
This means if you have a Strength Score of 10, you can carry 150 lb. and push/drag/lift up to 300 lb. This gives a bit more power to Strength which is slightly under-represented in 5th edition. I also have no intention of putting you in a position where your Carrying Capacity actually becomes an issue for you; it's far more likely that we'll only ever have to deal with your ability to push/drag/lift.
Secret Death Saves.
In order to create (what I hope is) some fun tension, the DM makes all death saving throws in secret.
Players without the ability to heal can make a DC 10 Medicine (Wisdom) check, but it counts as a death saving throw!
No Taking 20.
Taking 20 tends to really dumb down interactions. Where it makes sense, you can always re-roll on a failed check.
Strength, Dexterity, and Constitution checks can typically be re-rolled; Wisdom and Charisma checks can be re-rolled at discretion; Intelligence checks can rarely be re-rolled due to the nature of either knowing or not knowing something!
Deception, Insight, Intimidation, and Persuasion between Players.
Use of Deception, Insight, Intimidation, and Persuasion between Players is lightly discouraged in favour of simply roleplaying the interaction. If you wish to, you can still make these rolls, but this puts you in charge of arbitrating the interaction, perhaps even regardless of the result of the roll (the DM can intervene if you would like). This should give you more control over your narratives without anyone feeling strong-armed roleplay-wise by the roll of a die.