DM Philosophy:
Leveling and Character Creation
Equipment
Skills
Combat
Supplements
- Events are rendered semi-realistically. In most cases the standard laws of physics are applied (though I reserve the right to bend them to suit the story). Most importantly this applies to combat which can be unforgiving leading to the next point...
- Combat is tactical and death is a real possibility. Although senseless death is avoided when possible it may occur, particularly at lower levels. It is my opinion that death is an important component of storytelling and even more so of DnD. The elimination of death or it's predictability detracts from the verisimilitude of the story and overall appeal of running a game. I believe that even a seemingly senseless death makes s significant contribution to the plot, tone, and immersion of the game. This is the type of game I enjoy running.
- e.g. Mufasa, Obi-wan, Dumbledore, Inigo Montoya, Ned Stark, Boromir.
Leveling and Character Creation
- Skills, spells and other bonuses gained from level ups should be role-played before regular use.
- All exp is divided equally among all participating characters.
- Experience is awarded every game based on combat, roleplay, quest completion, milestones achieved, and other informal metrics. The average game bonus is determined in accordance with the following equation but can be substantially reduced or augmented based on player activity:
- Bonus exp = Exp for next level / ( level x proficiency bonus + 1)
Equipment
- Carrying capacity is enforced: Players may carry up to 10xSTRscore (lbs), without encumbrance. Any weight in excess of this imposes disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. A player may not carry more than 15xSTRscore (lbs).
- players should be mindful of ammunition. Ammunition that is not tracked is subject to DM discretion.
Skills
- Anyone can make any skill check but advantage or disadvantage may be imposed based on the the degree of technical skill the situations requires.
- The following skills are also considered technical by default and attempting to use them untrained will incur disadvantage
- Arcana
- Religion
- Medicine
- Tools (disguise kit, Herbalism, musical instrument, theieve's tools, 145 PHB)
- Spell materials are not tracked except in the case of particularly rare materials or extended periods between resupply. e.g. weeks on the road.
- Spell casting should be role-played on a semi-regular basis incorporating verbal, somatic, and material components.
- Official WotC spells are considered the most commonly known spells. Spells can be created or existing spells can be modified but may require time spent researching, spellcrafting, or training.
- Use of a spell scroll can be attempted by any character however the following rules apply:
- All characters must make a check using their spell casting ability modifier or an arcana check. The DC of such a check is 10 + the spell’s level. Characters who are capable of casting the spell (on their class spell list and sufficient level) make the check with advantage. Characters who are not capable of casting any spells make the check with disadvantage. All others make the check normally.
Combat
- Critical hits and failures multiply damage by 2. When attacking character is named, a confirmed critical or failure generates a roll on the DM's critical hit table with consequences ranging from benign to death.
Supplements
- Players should clear the use of any material outside of the core rulebooks with the DM before introduction. In most cases supplements are allowed.
- Please see the Character Creation section above or the Lore page for changes to Races and Racial Bonuses
- The strongholds and followers supplement is in play (see below).
- The Shaman class and Spirits supplement by Justin Wolf are in play (see blow).