Game Rules

How the game is run.

## What to expect

* The settings tech-level is closer to early modern period than medieval times. It varies with different cultures. Technology and trends will be rather anachronistic.
* Magic is a core part of the world and present in many forms. But usually it's still something special and mysterious to an average commoner.
* The overall setting is dark but not grimdark. The world holds dangers and tragedy. There will be ugly moments and hard choices. But there are good people out there, possibilities to make a change and chances to enjoy a relaxing downtime.
* There can be dumb and lighthearted moments, it just should just stay consistent with the setting and there has to be room for serious scenes as well.
* Encounters may be unoptimized. Sometimes you can afford to fight with a split party, other times you really should avoid an open confrontation.
* We try to create our own world. Just because creatures or items might sound familiar from other games or D&D settings doesn't mean they have the same lore or stats. Better ask or make own suggestions about how things might be.

## Ruleset & Variant Rules

* D&D 5E ruleset. Not taken too strictly and changes can be made on the fly if everybody agrees.
* Milestone leveling. Leveling happens between adventures/acts and preferably with time skips.
* You can track carrying capacity or just make honest guesses on how much weight you can still lift.
* A PC suffers one level of exhaustion when their HP drop to 0.
	+ (We can replace this rule with a temporary lingering injury table for more debuff variety if there is interest.)
* D&D One Exhaustion: This effect is cumulative. Whenever you make an ability check, attack, saving throw or death save, subtract your exhaustion level from the roll. Also subtract it from your spell save DC. You die if you gain 10 levels of exhaustion.
* Slow Natural Healing: A PC must spend Hit Dice to regain HP during a Long Rest just like they would in a Short Rest.
* The DM will roll Death Saves in secret and sends the results to the player.
* Dis-/advantages are stackable. Instead of rolling several times, only keep one dis-/advantage and convert all additional ones into +/-2 to the roll.
* Flanking: When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space and use melee attacks against it, they flank that enemy. It means the enemy can't divide their attention to defend themselves against multiple attackers. Flanking attackers will gain a +2 to their attack rolls. This effect is negated by abilities that allow the defender to pay attention to multiple attackers (like two heads or blindsight).
* Some spells will be changed. Better show your spellselection to the DM before you finish your PC up.
	+ E.g., casting Resurrection alone won't be enough to bring back the dead, Lesser Restoration won't instantly cure all illnesses and Remove Curse won't simply dispel major curses. Also healing spells will fall under the school of necromancy instead of evocation.
* Extra Potion rules: Players can choose to drink a potion hastily and only spend a bonus action drinking. However, doing this or drinking multiple potions between long rests can risk potion poisoning.
* Extra Inspiration rules (+ Flashback).

## How we play

* Sunday 8 PM JST is our regular game time. It can change though.
* We mostly use Discord VC.
* If we use text, use *italics for actions*, "quotations for in-character speaking" and (parenthesis for ooc speaking).
* For maps, we'll likely use Owlbear Rodeo.
* It's unlikely that play every week, so it's advised to take occasional notes.
* Real life has priority and there is no need to play if you aren't in the mood. Just try to tell the group on time if you will be missing, late or if you have to go early.

## Character Creation

* We use Point-Buy for ability scores.
* You can use the Tasha rulings for racial ability scores (choose whatever +2/+1 racial ASI you want independent of the race). But if you do so you should give an explanation why your PC might deviate from the norm (e.g., why does your halfling have a +2 in STR instead of DEX?).
* You can start with one free feat.
* You can start with additional languages, tool/vehicle proficiencies or specific weapon proficiencies equal to your INT mod. A negative mod does not give penalties in this regard.
* You are welcome to reflavor stuff, tweak mechanics, change rulings and to use homebrew or UA content. Just ask beforehand and we'll discuss what will be okay.
* You can choose to give your PC additional weaknesses and ask the DM for a compensation if they are impactful enough (e.g., the corrupted delver Lihim is mute but magical mushrooms grow on his body).