Things i might need to check glossary

* Pagar Godhead Pagar Godlist

## BELOW

### Weapon Condition and Make

Any weapon has a quality and a make. The majority of weapons used by soldiers, guards and the like will have a standard condition, goblins and bandits will have damaged. The majority of weapons will also be of average make.

#### Quality

 Reinforced
roll an extra dice and take the highest of the rolls on attacks
 Reliable
 Standard
 Damaged
roll an extra dice and take the lowest of the rolls on attacks
 Ruined
only does damage equal to 1 + the wielders strength or dex mod
attacks are rolled with disadvantage

#### Make

As well as a condition, a weapon has a make. only a miniscule minority of weapons go above standard, and are crafted by the most skilled and talented smiths in the realms.

Weapons can only be above standard make if they are reliable quality or higher.

+1 damage
 Exceptional
+2 damage
 Legendary
+3 damage
 Cost

* weapons that are reinforced quality are double the price
* weapons that downgrade in quality have a 1 in 8 chance to downgrade in make.
* if standard or lower weapon loses its make temporarily, regained once it is repaired at 10 times the cost of the normal repair cost
* weapons above standard can only be repaired by esteemed smiths without risk of ruining make (1 in 4)

#### Enchanting said weapons

if a weapon is enchanted, it gains the average of the rarity cost and whatever unique effects the enchantment provides. weapon bonuses do not stack, instead the bonus applied is the higher of magic or make bonus (eg an exceptional honed edge short sword with an enchantment for +1 damage would not stack to +3 damage, instead only being +2)

Standard weapons can downgrade enchanted weapons, but only enchanted weapons can absorb the blows of other enchanted weapons without being instantly destroyed.

### Diplomacy

*Convince:* player makes a check to convince an NPC of something, true or false (truth is persuasion, a lie is deception). If the check succeeds the target is convinced.

*Overcome Intransigence:* Some characters simply won’t listen to any attempts at negotiation or deal-making. To overcome their intransigence, you can make a Diplomacy check with a DC of 12 + the subject’s hit dice (eg 2 for a guard, *2d8*) + the subject’s Wisdom modifier + the subject’s relationship modifier. If the check succeeds, you can then make a Diplomacy check as normal.

*Persuasion*: A PC can propose a trade or agreement to another creature with their words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like “satisfaction”. The base DC for a persuasion check is 15, modified by the PC’s relationship with the character they’re trying to convince and the risk vs. reward factor of the deal being proposed (see table).

The character the PC is trying to persuade makes a dc20 insight check to sense the PCs motive. on a failure deal continues as normal. on a success the risk/reward variable is changed accordingly.

If the check fails by 5 or less, the subject does not accept the deal but may, at the DM’s option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favourable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.

 Overcome Intransigence
 Peruasion
 \* Modified by relationship.
\*\* Modified by relationship and risk vs. reward.

 -10
 -5
 -2
 0
 +2
 +5
 +10
 +15

 -10
 -5
 0
 +5
 +10
 +15

### Smoke Effects

A character who breathes heavy smoke must make a Constitution save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of poison damage.

Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

### Drinking

Drinking Mechanics Common Alcohol Strength Table

### Fistfights

(doesn't apply to those wearing Armor) The boxers take turn making opposing STR vs DEX checks. If the person throwing the punch wins, they land a hit. You can sustain a number of hits equal to your CON modifier. At that point, you pass/tap out.

### Calling Shots

1. Define the shot and the desired effect before an attack with the DM (i want to fire an arrow into an enemies leg so they cant flee)
2. The DM determines a penalty (depending on the effect and condition) which will be applied to your attack roll
3. If your attack roll is successful, you deal damage normally and the target must make an appropriate saving throw (DC 5 + the margin of success on your attack roll, for example, 5 if you roll a 18 - 3 on a creature with AC 10) or suffer the desired effect.

 Deafened
 Prone
 Restrained