QR Rules and Guidelines

The purpose of this page is to gather all QR rules and suggested guidelines into one place for easy reference, and track decisions made. **Rules** are to be followed by all QRs, **guidelines** are our best practices that are requested, but not required, to be used.

This page is a work in progress, so if a rule or guideline isn't mentioned here, check and see if it is located in Guide for Becoming a Quest Runner, as most of them are explained in there in less formal terms.

## Exp Handout Rules

* Exp for RP encounters are to be based on the characters' level, and the difficulty of the RP encounter, based on this calculator: https://dhmstark.co.uk/rpgs/encounter-calculator-5th/ (*Voted into effect pre-team structure, per more recent discussions this is more of a suggested guideline than hard rule.*)
* Exp hand outs are to be doubled for combat encounters, based on the CR exp of the enemy, then split between the party. (*Voted into effect pre-team structure*)
* If a monster cannot be played up to the full threat of its challenge rating, compared to party level, combat XP should not be doubled for that monster. (*Voted into effect 6/10/2020)*
* In a half completion scenario such as players having to surrender and talk their way out of the situation, or the bad guy escapes, combat XP is not doubled. (*Voted into effect 6/10/2020)*
* If using an NPC helper in combat where they play a significant help, they are to be considered a "party member" when splitting XP between the party. (*Voted into effect 6/10/2020)*
* NPC helpers, joining the quest for any reason other than JrQR supervision, do not receive coin or loot.

## Loot Rules

The following level requirements are listed for a player to be rewarded an item of certain rarities:

* Common ( 0+ )
* Uncommon ( 0+ )
* Rare ( 5+ )
* Very rare ( 11+ )
* Legendary ( 17+ )

*(Voted into effect pre-teams structure)*

## QR Reward Rules

* When a DM was a PC on a quest, that PC is entitled to an equal share of Gold, and Experience for their contributions.
* Any magic items should be taken last such that the players have first pick.
* If a QR has no PC on the quest, they may instead receive half the XP of the player that gained the most XP. So say everyone in the quest got 500 xp, you gain 250 DMXP. This is also true for gold. If each member got 1000 gp, you gain 500 DMGP. This can be distributed among your characters as you like with no restriction
* However, if you decide to hoard the DMXP for later, it should be recorded in #loot-record.

## Supervising QR Rules

* When joining a JR QR's quest, the supervising QR does **not** need to run !cd and set a cooldown after the quest, as supervising quests are QR duties that must be done and there should not be a penalty preventing them from going on other quests. (*Voted into effect 5/10/2020)*
* A supervising QR may choose to use an NPC to supervise a JR QR's quest. This should only be done as a last resort, such as when there are no other QRs available to supervise, but the supervising QR doesn't have any characters in the level range. (*Voted into effect 5/10/2020)*
* When a supervising QR is using an NPC in a JR QR's quest, they take half exp and half gp, to be given to any of their own characters. (*Voted into effect 5/10/2020)*

## Quest Tagging Rules

*Voted into effect 2/16/2019*

In order to avoid style clashes and keep things fun for both DMs and players, the following tagging system is to be used when posting or offering quests. These tags **must** be included on the Quest Board posting, or if the quest is an impromptu or non-board, these must be mentioned either OOC or in #group-preparation before starting the quest.

Pick one difficulty:

* [Easy] You are almost guaranteed to survive. Death is unlikely, unless you play dumb.
* [Medium] You are likely to survive, but can die to bad luck or poor play.
* [Hard] you are somewhat likely to die. If you get bad dice or don't play tactically, things may not go well.
* [Deadly] you are likely to die. Play well and hope the dice are on your side.

Choose an estimated amount of length for the quest:

* [Quick] Adventure will last 2-5 hours likely, with only 1-2 encounters.
* [Long] Adventure will last 7+ hours likely, with multiple encounters and possibly a break in the middle.
* [Campaign] The adventure is a more traditional campaign style set up, meeting on a schedule until the adventure is completed.
* [Relaxed/PbP] This quest will occur at a slower pace without as much pressure to be on constantly to move things along.

Then choose approximately 1-3 other tags:

* [RP] Quest will have an RP focus, with creative skill use encouraged.
* [Exploration] Quest will be focused on exploring an area and dealing with what you find.
* [Puzzles] Lots of puzzles, riddles, and challenges.
* [Combat] Lots of fighting, you will exercise your spellbook and sword arm.
* [Ongoing] The quest is based on an ongoing plot, but newcomers are encouraged to join in.
* [Open-ended] Players encouraged to approach the adventure for multiple ways.

## Quest Offering Guidelines

When making quests QRs are asked to be mindful that we want to make as little traffic in the #group-preparation as possible.

Campaign and Ongoing Plots are only available to full Quest Runners to run.

* Provided: Guild/Faction pins.
* Posted: #quest-board-in-osteria / #quest-board-sundry-hills.
* Spur of the Moment: Random events, location based encounters.
* Ongoing Plot: NPCs and villains trying to achieve their own goals, which players may discover and attempt to help or thwart these plans.
* Character Specific: A quest specifically tailored for a particular character, often coming about as part of participating in an ongoing plot or as an attempt to give a player that doesn't get to quest much a chance to do so.
* Campaign: A long term ongoing quest, which may be found in any of the above avenues.

Together these provide a ton of avenues to quest down, so QRs are asked to try not to use any one abundantly more than the rest. For example, all impromptu and no Quest Board can lead to being trapped into being impromptu.

In the case of Character Specific quests, we do not want to show favoritism to a particular character or player, so if a QR is to run a character specific quest, they should also be offering separate quests that different players may have a chance to join, or allow for more players to be drawn in to that Character Specific quest.

## PC Revival Rules

### Resurrection Check

A Resurrection check is a D20 with no modifier or feature influence.

The DC for the Resurrection check is equal to the characters proficiency bonus, multiplied by the number of times you have died before your current death (signifying the slow erosion of the soul's connection to this world)

### Resurrection Challenge

If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, the player rolls a Resurrection check.

Upon a successful Resurrection check, the player's soul (should it be willing) be returned to the body, and the ritual succeeded.

On a failed check, the soul does not return and the character is lost.

Only the strongest of magical incantations can bypass the resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who has lost due to a failed resurrection ritual.

### Quick Resurrections

If a spell with a casting time of 1 action is used to attempt to restore life (via the revivify spell or similar effects) the character casting the spell makes a Resurrection check, adding their spellcasting ability modifier.

On a failure, the character's soul is not lost, but the resurrection fails.

No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.

Further Outcomes; Revenant revival

If you die, every 24 hours after death make a Resurrection check with no modifiers or feature influence.

If you succeed you return to life . If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.

If you fail, you can attempt the check again after 24 hours