Post by DM-Delfon on Mar 25, 2018 18:32:36 GMT -5
Rules Changes:
Short Rests: Short rests only take five minutes to complete rather than one hour.
Healing Surge:
Healing Surge allows players can heal up in the thick of combat. Once per short rest, as an action, a character can use a Healing Surge while in combat to spend their Hit Dice on healing themselves. For each Hit Die spent in this way, the player rolls the die and adds the character’s Con modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll is made. Players regain 1 spent Hit Die per short rest, or all spent Hit Dice after a long rest.
Negative Hit Points:
This game does not allow negative hit points. Once you reach 0, any further damage taken comes off your maximum hit points. When your maximum hit points reach 0 you die. While at 0 hit points you are considered dying. You regain maximum hit points at a rate of 1d6 per long rest.
Lingering Injuries:
Any time a character (or NPC) takes a critical hit, or drops to 0 or fewer hit points they must roll on the chart on page 272 of the DMG. Alternatively, players can choose to describe their own injury based on the situation at hand. Effective RP of the injury can lead to inspiration.
Inspiration:
Players gain inspiration for exceptional role playing, or simple badassery. At any point during the game when something awesome happens, other players can cast their vote for any other player to gain a point of inspiration. These points can be used to re-roll an attack, check or save. Roll an additional damage die or dice. Or if dramatically appropriate, succeed where failure should have happened. You can also spend your inspiration to take an additional action during your turn. Basically, use inspiration to cheat at D&D. If you want to use your inspiration for something that wasn’t mentioned, ask your DM.
Magic Item Creation:
Aside from scrolls and potions, magic items must be found. If you really want to make a specific magic item, talk to your GM. There will be a quest to figure out how to make it, and another to gather the special materials required.
Short Rests: Short rests only take five minutes to complete rather than one hour.
Healing Surge:
Healing Surge allows players can heal up in the thick of combat. Once per short rest, as an action, a character can use a Healing Surge while in combat to spend their Hit Dice on healing themselves. For each Hit Die spent in this way, the player rolls the die and adds the character’s Con modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll is made. Players regain 1 spent Hit Die per short rest, or all spent Hit Dice after a long rest.
Negative Hit Points:
This game does not allow negative hit points. Once you reach 0, any further damage taken comes off your maximum hit points. When your maximum hit points reach 0 you die. While at 0 hit points you are considered dying. You regain maximum hit points at a rate of 1d6 per long rest.
Lingering Injuries:
Any time a character (or NPC) takes a critical hit, or drops to 0 or fewer hit points they must roll on the chart on page 272 of the DMG. Alternatively, players can choose to describe their own injury based on the situation at hand. Effective RP of the injury can lead to inspiration.
Inspiration:
Players gain inspiration for exceptional role playing, or simple badassery. At any point during the game when something awesome happens, other players can cast their vote for any other player to gain a point of inspiration. These points can be used to re-roll an attack, check or save. Roll an additional damage die or dice. Or if dramatically appropriate, succeed where failure should have happened. You can also spend your inspiration to take an additional action during your turn. Basically, use inspiration to cheat at D&D. If you want to use your inspiration for something that wasn’t mentioned, ask your DM.
Magic Item Creation:
Aside from scrolls and potions, magic items must be found. If you really want to make a specific magic item, talk to your GM. There will be a quest to figure out how to make it, and another to gather the special materials required.