1. Notes

Rules & Resources

As with any game, ours is governed by a set of rules to abide by, agreed upon by all parties that want to play. We also like to collect a variety of resources to share with each other that makes it easier to play, to is interesting or is just fun.

Reason for Being

Every character must have a reason to be with the party, stay with the party, and generally be helpful to the party. 

How are you helping? (Skill Checks)

if two players are proficient in a skill, either both can roll once or one can roll with an advantage. "how are you helping to check?"

Only one check for same thing. One check, others help someone for advantage. Unless something changed that would encourage another check, the first result is final in that matter for that location. Skills checks can only be made every 30 feet.

This is to avoid the entire party doing perception checks for every room or everyone taking a turn checking the desk for hidden compartments.

This one check on same thing applies for checks that someone handles by themselves or with help. If everyone needs to climb a rope to get to the top, it's a group check since each person need to do it.

Players with proficiency in a skill get to roll first followed by players who have training, and finally anyone can roll if they have backstory/narrative justification. This allows players who have proficiency to feel special and for those who have a narrative reason to contribute.

The Tension Pool (dangerous situations)

When the Tension Pool is in play (in times of danger), whenever the players take an action, you’ll need to decide whether to add a die to the Tension Pool, roll the Tension Pool, or do both. You’ll also periodically clear the Tension Pool. After rolling the Tension Pool, you’ll often introduce a Complication in the adventure.

   - Whenever a player commits to a Time-Consuming action, Add a Tension Die.
   - Whenever a player commits to a Reckless action, Roll the Tension Pool.
   - Whenever a player commits to an action that’s both Time-Consuming and Reckless, first Add a Tension Die and then Roll the Tension Pool.
   - Whenever you add the sixth Tension Die to the Tension Pool, Clear the Tension Pool.

Based on: https://theangrygm.com/definitive-tension-pool/

The DM is Right Tonight

All rules are decided on by the DM; no arguing. After the session we can talk about the issue and if the issue in question resulted in a PC death then we may roll back. 

Resting Rules

Characters require 8 hours of sleep in a 24 hour period (long rest)

  • The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).
  • The character loses the fatigued condition.
  • The character reduces the severity of the doomed and drained conditions by 1.
  •  Most spellcasters need to rest before they regain their spells for the day.

Short rests happen in 10 minute blocks

  • Happen in ares that may not be safe.
  • Use treat wounds, and you can refocus spells.
  • Attempt to identify items.
  • Search the premises.
  • Repair items. 
  • May need a watch set. 

Fatigue happens in the following cases: 

  • You sleep in armor
  • You go more than 16 hours without resting
  • It happens in battle
  • You sleep in a wretched location



Critical Condition

Every death saving throw is rolled in secret. This creates palpable tension when someone goes down and often a restructuring of priorities in the midst of battle.

Notes