Rules (more like guidelines)

This here is the rules section (if you couldn't read the page title). It is ever evolving in a effort to weed out the obscure rules issues as they are encounter. If something needs further clarifying, please discuss it with the Council of Many Eyes.

## Character Creation

These rules will have to do with character creation in general. Most should be common sense though; Others are just for clarification.

 KibblesTasty's Scion class

 dandwiki.com OP homebrew garbage. There is no such thing as a Heavy, Finesse weapon.

## Strongholds & Followers Rulings

Rules referencing the third-party sourcebook *Strongholds & Followers*.

### Stronghold Rulings

1. All domains begin with a 1st-level Keep.
2. (Errata) Masons decrease the gold cost required to improve your stronghold by 10% per quarry level (pg 90). Carpenters let you improve your stronghold 10% faster per carpenter's shop level (pg 88).

#### Certifying Ownership (pg 14):

[Players] don't gain the benefit of [a stronghold] until they defend it in battle, as described more in **Appendix: Warfare** (pg 233).

#### Extended Rest (pg 15):

Strongholds grant special abilities, which quickly run out of uses and must be recharged by taking an extended rest. An extended rest requires spending a week at your stronghold, touching base with your subjects and followers, and attending to your affairs.

#### Raising Units (pg 16):

Upon finishing a keep, you gain units equal in number to 2 plus the keep level. [...] Newly raised units start at size 1d4. If you get the same result twice, just increase the unit's Size to 1d6. All units raised are of the same ancestry as the owner of the keep. Use the rules in **Creating Your Own Units** (pg 237) to build the unit cards once you know which unit you've attracted.

#### Training (pg 17):

Choose one of the following training benefits. You cannot gain the benefit of training from armor, shields, or weapons you are not proficient in. You can change which training you receive during an extended rest (pg 15).

### Domain Rules

1. Stronghold usage and content is opt-in only.
2. Can not be attacked by other domains unless the current siege representatives are within 4 levels of one another.

### ~~Delvurite Shield Rules (Inactive)~~

1. ~~Domains start with 5 Delvurite.~~
2. ~~If a domain has more than zero Delvurite they will not be invaded by the monsters of Delve.~~
3. ~~Every played session reduces every domain's Delvurite reserves by 1, even if the representative of a domain was not active for that session~~

## Dungeon Master Rules

These rules are to place reasonable limits on creation of rooms and planar locations made within Delve.

**Balance:** All locations and planes (excluding Domains) must have drawbacks or flaws directly proportional to the resource exploitation of the location or plane (e.g. a single kobold can not be the sole guardian of a portal to a planet made entirely out of gold).

Regular dungeon loot is restricted to gold, or gold equivalents.

Magic items are rolled at end of session by each player based on Node Difficulty Rating(NDR) modifier.

## Magic Item Crafting

Once secured, characters in Delve may use Robalard's Orb to craft magic items. The formulas below are used for crafting:

> Crafting Cost = 10 \* (Table Number) + 1 Magic Item
>
>

> Crafting Chance = 100% - (Item Number / Roll Modifier \* 100) + (10 \* (Magic Item Item quality).
>
>

All additional rules and stipulations can be found on the Delvurite Crafting page.

## The Council of Many Eyes

1. Changes made to rules as well as rulings on Delve map tiles represented in the map room will be voted on in democratic fashion by the council, with a majority vote winning.

### Council Rulings

RULE VOTE: A combatant wielding a two-handed weapon can not use their free action to put away that weapon, draw another weapon, and attack with the new weapon. The combatant must drop their current weapon, or use their Action to swap weapons

RULE VOTE: Passive Skills vs. Active rolls: If there is a situation that would lend itself to people repeating rolls or cascade rolling as people fail it would use passive skills. A player may forego their check to assist another player giving the other player advantage on the check (PHB 175 Working Together). If there is only one chance to get it right or if there is a time constraint it would require a roll. Players can choose to forego their passive skill to roll for a higher result than their passive score. The player must use the results of the roll, even if it is lower than their passive score (exceptions include abilities like Halfing Luck and the Lucky feat which allow the player to reroll).

RULE VOTE: ~~Any player may make new characters at 2/3rd (rounded down) of their maximum achieved character level. (e.g. A player who has leveled a character to 3 may make all newly created characters at level 2 for immediate play. This follows all the way from lvl 20+ is able to make lvl 13 characters.)~~ Rule Amendment: Characters may be created at 60% XP of highest achieved character XP up until the new character is level 13. This replaces the previous ruling of 2/3rd's max achieved character level.

RULE VOTE: The homebrew class *Psion by KibblesTasty* is a playable class, provided that the Council may at any time force a vote to amend rules it sees as campaign-breaking in order to preserve the quality of the campaign.

Rule Vote: Dungeon Masters not present in the Council of Many Eyes are temporarily barred from creating Deadly encounters (based on Adjusted XP difficulty rating from Kobold Fight Club with the session's attending party). Experience outside the bounds of the session's allowances will be scaled down appropriately, and any TPK's experienced can be reverted to maintain consistency and verisimilitude of the campaign world of Delve.