https://kanka.io/en-US/campaign/77365/events/62894
What do you do in Ravenspeak?
General Rule: "Don't be a dick!"
Social Contract https://kanka.io/en/campaign/77365/notes/118619
Game Play https://kanka.io/en/campaign/77365/notes/118632
Character Mechanics https://kanka.io/en/campaign/77365/notes/118621
Game Mechanics https://kanka.io/en/campaign/77365/notes/118630
https://kanka.io/en-US/campaign/77365/events/62894
What do you do in Ravenspeak?
- Should this be more difficult or penalized in some way?
- Revivify is possible, but after 1 minute, coming back from the dead might be more complicated? (Soul only lingers for 1 minute.)
- What is the expect level range of play? Will we be playing in Tier 3 and 4 for world shaking events?
- No expectation of that level of play? Is there a hard reset?
This is the complete list of House Rules we had for my last campaign. I know we've already talked about some of these. But just a few more off the wall things you may not have considered.
Player Creation
Game Play
Racial Feats
Proposal: At level 1 non-Human characters get a racial feat. Humans get something else to balance (maybe expertise in 2 skills?). Some of the racial feats are very cool thematically, but not very good mechanically. By giving the PCs the chance to take a racial feat at the outset it could make choice of what race you want to play a bit more appealing.
(Humans have one racial feat: Prodigy https://www.dndbeyond.com/feats/prodigy that gives one additional skill proficiency, one tool, and expertise, etc. etc.)
(Not all the races have racial feats.)
Dragonborn
Proposal: Breath weapon is a bonus action.
Proposal: Dragonborn gain amphibious trait. They can breathe air and water. Some Dragons have this trait (Black, Green, Bronze, Gold). Maybe only Dragonborn of these colours get this trait?
Proposal: Dragonborn are biologically one gender and reproduce asexually (like the Drac aliens in the movie Enemy Mine). Some have adopted male/female gender identities as they've interacted with other races that have male/female genders.
Magic Items
- i'd like the following items to not be present in the game: Daern's Instant Fortress, Amulet of the Planes, Cube of Force, Horn of Valhalla, iron flask, Legendary sentient weapons.
- the following items should be easily obtainable (at their uncommon level) by level 5 at latest (i'd prefer 3). By "Easily obtainable", i mean that everyone should have ONE by that point, and if they want another, they should have access to trade another magic item of equal or greater rarity for it.
Other item stuff
Magic Item Alterations
- If we have druids, it should not be difficult for druids to obtain or alter their magic shield or armor to be non-metal.
- it should be possible and not difficult to alter a magic weapon into another magic weapon (of same general type), or armor into different armor of same weight class. If someone gets a flame tongue greatsword, they should be able to alter it to another flame tongue sword that is more useful to them. (This gives the DM the opportunity to drop an item that is appropriate for the monster to use, without worrying about it being party useful).
Additional Controlled Creatures (personal preference)
- Excluding familiars, a character should not be able to have more than 1 additional controlled creature in combat that has their own turns. I don't want to be taking time from my day to watch you play with your 8 wolves for an hour.
No exhaustion - exhaustion is a horrible mechanic, suggest we use Stress instead, with the following sub rules:
- lesser restoration removes 1 level stress
- short rest removes 1 level stress, but a max of 1 per day can be removed by short resting.
- long rest removes 3 levels stress, but a maximum of 3 can be removed by resting (so if you had 1 removed by a short, you can only remove 2 more by long)
- greater restoration removes all stress.
- getting knocked out gives 1 level stress
- typical things that give exhaustion give 1-3 level stress instead (DM discretion, but generally, if it's possible to get more than 1 level from same activity, they should be given in increments of 1, while if it's one MAJOR save, it can be higher)
Casting (some of this is actually RAW, but i'd like everyone to be on same page for casting):
- spells cast from items can't be countered
- spells cast with the innate spellcasting trait can't be countered
- spell cast with subtle spell can't be countered
- (my personal house rule) - both sides (players and monsters) know if the spell being cast is a cantrip
- spell identification can be communicated (if player 1 spends reaction to identify a spell, they can shout out "fireball", etc. as part of that reaction, so that player 2 can potentially use the info).
Dragonborn
- bonus action breath weapon
Death Saves
- secret rolls?
- No reset on Death Save failures before short/long rest?
AC:
-(Pending high ACs becoming a problem) Possible soft-cap of
AC20 from worn items, allowing for Shield and other temporary costed
resources to still exceed 20
- Magic AC bonuses from armor and shield do not stack.
KO
-When brought back from 0 HP, must make a Con ST of take an exhaustion level, what is the DC? Should it be escalating?
(No escalation, since disadvantage to saving throws is an eventual penalty for exhaustion.)
Multiclass
- “Favored” class, no “dipping” (1st class must always have the most levels)
- Re-speccing later on can be permitted as long as there's a cost and a story reason
-Might make potion administration a bonus action to help compensate for the added challenge of the KO Con ST ?
gods are concepts
domains that fit
No "half" races (half-elves, half-orcs).