Etiquette

There's a few things that help the server run smoothly and efficiently.

**Player Etiquette**

Do !hud when you check in in the rolls channel.  This gives the DM a good idea of party capabilities, and even posts your Passive Perception so they don't need to ask - and can actually surprise players with things. Not doing this will not result in a strike, it's just a nice gesture. DMs, feel free to pin these for quick reference later.

Don't join or run if you can't play.  Quests typically take 2-3 hours, mattering on player activity.  If it's 2am and you're tired, or you need to go to work shortly and want to squeeze something in just barely, don't commit to playing or running - you'll just annoy your teammates. Leaving due to an emergency will not result in a strike. Having a quest go an unusual/unreasonable amount of time and having to leave mid-quest will also not result in a strike.

Pay attention.  There's nothing more frustrating than having a player doing something else and flat out ignoring things.  Not only do things get missed and overlooked, making it harder for DMs to incorporate anything but combat into quests, but if a player set something up and you negate it, they'll probably be quite upset. Joining a quest while you're in cue for another round of Fortnite is not cool.

PvP is generally frowned upon, but some players allow it.  As a general rule, anything that causes loss of HP, inflicts a negative status effect, theft, or causes one of these things to happen by an action (but not an inaction) is considered PvP.  So grabbing someone to yell at them isn't PvP, but pushing someone into a hoard of orcs is (even though they're both Athletics checks).  Pushing someone into a pit is PvP, but refusing to pull them out is not.

Keep #Call-To-Arms clear.  Don't shitpost in there, and don't comment that "oh, you'd like to play but you can't" unless you've been specifically pinged for action (Saying you can in a short amount of time is fine).  This causes unnecessary clutter in the channel, and we don't want people to miss out on a quest because people were just chatting.  This is one of very few channels mods will be strongly enforcing this on.

Don’t roll without the DM asking for one.  This includes Stealth rolls, and more mundane things like Nature checks.  The DMs will designate 1, or all players - in which case, choose a representative to roll the check, and anyone else trying to help just grants Advantage instead. Sometimes two or more characters team up to attempt a task. The character who's leading the effort—or the one with the highest ability modifier–can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

* *A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.*

Speaking of DMing, if you would like to become a DM, ask a Mod to recieve the "@DM Acolyte" role. After we've observed long enough, we may decide to promote you to @Dungeon Master, and grant more privileges.

**Dungeon Master etiquette**

This applies to both those with the Dumgeon Master, and Dungeon Acolyte roles.

DM ACOLYTES: You are limited to a CR no higher than your character level.  You may not use the !!Loot item command, and you may not directly affect the greater lore of the world, but are welcome to run your own independent questlines.

DUNGEON MASTERS: No limit on CR, you may use the !!loot Item command as long as most players are L5+. Each GP is worth 2GP of loot. If you wish to affect the greater world lore, please contact the mods, either through Quest Planning, or a DM.

If you want to run random monsters, please take it to an Arena, and be up front with it.  There are no rules or adhesion needed to run an Arena quest - feel free to use any creatures you like without needing to come up with a narrative to bind them together. Conversely, if you're running a quest with a narrative, please see it through until its conclusion.  Don't just end combat, dole out experience, and leave everything in the air - this reinforces the murderhobo asthetic we're trying to move away from.

Use CR appropriate monsters. Try to keep CR within about 2-3 of the players. Don't just grab a weak creature with a high CR and try to game the system. Creatures that do not meaningfully contribute to combat will not be added to exp or gold drops.  So if your L8 party comes across 15 CR 1/8 bandits and wipes them all with a single fireball before they can act - no EXP. On the flip side, creatures who are well out of range shouldn't be used.  If you need to boost difficulty, please add in a short rest or use traps.  A poorly played CR10 against Level 4s will be seen as attempting to game the system, especially if a DMPC is involved. Traps are straightforward, Puzzles should be awarded by DM fiat, based on how difficult they felt the puzzle was vs how difficult the party found it, and there's a table in the DMG 245 on handling social encounters.

Please summarise all quests in the Journal channel, and include the following information:

* Quest Name
* Players (pinged)
* A small summary of the events. A paragraph is fine, saying "killed a few goblins" is not.
* Exp, Gp, Items, and miscellaneous rewards
* The CR of all included creatures. What it was isn't important, CR is.

Skill checks are skill checks, and spells are spells.  At no point should a skill check replicate a spell.

* Persuasion is not Charm Person
* Intimidation is not (Mass) Suggestion
* Animal Handling is not Dominate Monster, nor is it a Beastmaster dip
* Insight is not Zone of Truth, not does it allow you to read minds.

If you are having trouble with the capabilities of a skill check, please consult a mod. If you're still having trouble, we will make specific pages on this wiki for the sorts of thigns that can, and cannot be used as social checks.

When asking for a skill check, only 1 check can be used for most skills, except Stealth. Don't allow the party to all roll Investigation on the same artefact. Remember that 3 characters each rolling their own seperate rolls for a single check is Elven Accuracy levels of Advantage. Let them choose who will roll, and get Advantage from 1 character who could reasonably be expected to help. If you're unsure about what quantifies that, please consult a mod.

Finally, REMEMBER THAT YOU CAN AWARD INSPIRATION!

If a player doesn something spectacular, and you're thinking "I wish I could award extra exp for that, but I can't", give them an inspiration die. Then post a quick writeup why in #awesome-moments