Daishain’s 5e D&D Rules, Q&A, And Support The Sage says...
This thread is set aside for queries, comments, and general out of character chatter.
Generally speaking, while game balance is a notable concern of mine, as the following will likely indicate, I like to tweak things, especially in favor of the players being able to do neat stuff together. If a something seems reasonable, but isn't technically allowed by the existing rules, feel free to ask.
General Code of Conduct:
-Players are expected to keep their posts in the main thread content rich. Even if they have nothing to say out loud at the moment, details concerning inner dialogue and/or motivations are welcome.
-I will wait at most for a 48-hour period before moving on if a player is unresponsive. If necessary, I will have the character make some fairly predictable action without their consent.
-Characters that are unresponsive without advance notice for more than a week will be retired or killed off, though the former is noticeably more likely, especially if I’m given reason to think the lack of activity is involuntary. Either circumstance does not necessarily prevent a return if the player again becomes active, though we’ll have to work on what’s been going on in the meantime.
-By default, in combat I ask that players post 2 rounds worth of actions at a time. I may change this to 1 or 4 if conditions are rapidly changing or the combat is unusually drawn out.
-The Healer feat no longer exists. Instead, any character can replicate either of its effects pending a successful DC 10 Medicine check. If the check is failed, a charge of the Healer’s Kit is wasted. In addition, the price of Healer’s Kits have increased to 20 GP (Note that each kit has 10 “charges”, so it works out to 2 GP per attempted use), and any use of said kits takes one minute to apply. (Note that a dying character’s need to make death saving throws is suspended while applying a healer’s kit, and they only resume if the application is interrupted, stabilization is otherwise guaranteed.) A character can only benefit from one of each type of application per short rest.
-Death saving throws apply the character’s Constitution modifier to the roll
-Standing up from the prone condition can provoke attacks of opportunity from adjacent enemies
-Characters healed up from 0 HP gain a level of exhaustion, this can be removed with rest as normal. If this would cause the character to reach the final stage of exhaustion (Death), that character instead falls into a coma, and cannot be revived by any normal methods until allowed to complete 8 hours of rest, or the excess exhaustion is otherwise removed.
-If already a spellcaster of some variety, characters picking up either the Magic Initiate or the Spell Sniper feat may use their normal casting stat for the gained spells.
-Players can make a “called shot” to a specific body part (Leg, arm, torso, or head) by self-imposing disadvantage on the attack roll. This option is not available if the player already has disadvantage from another source. A successful called shot will impose an additional effect on the target per my discretion, (Ranging from extra damage, to dropped weapons, to negative status effects such as blinded, not all creatures will be effected the same way)
-Run action, while running, you can move up to 3 times your speed if wearing heavy armor, and 4 times your speed if not. However, doing so sacrifices all other actions for that round, reactions included, along with any Dexterity bonus to AC. You can keep running for a number of rounds equal to your Con score, after which you must pass Con saves to keep going. After running, you must rest for at least one minute before you can do so again.
-As much of this campaign involves the difficulties of getting around, transportation magic is particularly difficult to learn and use. The spells Teleport, Teleport Circle, and Phantom Steed are all one spell level higher than normal. (Ask about similar spells I may have forgotten) As partial recompense, phantom steed lasts eight hours rather than one.
Many 5E official magic items can be found via WOTC's 5E SRD, which can be found through the SRD link above. That list is however rather sparse, and only represents a small fraction of the items that the Dungeons & Dragons world has to offer. When in a situation where the purchase or commissioning of magic items is possible, I invite players interested in alternatives to peruse the magic item lists found online for 3.5E and/or Pathfinder. If something catches your eye, ask me for a conversion. Note, nearly all items must be changed somewhat to fit 5E's design, and not all items will 'translate' well between editions. However, so long as requests are kept reasonable, I promise to work with you in making something appropriate.
Sickle now has the finesse property. Mace is versatile (1d8). Morningstar and War Pick are versatile (1d10). Pike grants a 15 foot reach instead of the normal 10, but imposes disadvantage on attempts to strike targets 5 feet away, and cannot be used with Polearm Master's bonus action attack. Glaive loses the Heavy property (Making it usable by small races), but drops to 1d8 damage. Blowgun’s damage is boosted to 1d4, and checks to safely apply poison to its darts are made with advantage.
Note that I'm quite open to refluffing weapons to taste, for example if a character wanted to use a bardiche (Sometimes known as an executioner's axe), I'd be inclined to slap that name and description onto the Halberd stats. If a character's weapon choice requires something new in terms of stats, we'll talk but don't expect miracles.
Dice Rolls:Fair warning, in some cases, I may make a roll on your character's behalf, usually in the interest of not bogging down the game, but in some rare cases in the interest of not letting people know something just happened. The two most likely scenarios for this to occur would be extra damage inflicted for a critical hit, and saving throws in response to spells/traps quite likely to force a change in what happens. Please be sure to keep your saving throw totals up to date and easy to find on your character sheet. I would really rather not shortchange anyone in this regard because they forgot to update their stats.
Perception:I will only rarely ask for perception rolls. If you want to be actively looking around, indicate as much and make the roll. If you do not, I'll by default assume that you're relying on your passive perception scores and use that number in regards to what does and does not go unnoticed.
Inspiration: I do use inspiration, and will attempt to hand points out on a regular basis to players who roleplay particularly well (No more than 2 per week of real time). All players begin play with one such inspiration point on hand, but can only have one at a time, so don't be afraid to use them. Please remind me to keep handing them out if you see another player doing well in this regard, as I’m notoriously bad at remembering to award said points.
Copyright notice: The Forgotten Realms setting and all setting specific details belong to Wizards of the Coast. This was the first campaign I ever wrote as a Dungeon Master, though it has undergone several revisions since. Rather than start from nothing, I used the premade adventure known as the Tyranny of Dragons as a starting point, which is likewise copyrighted by Wizards of the Coast. The majority of the writing presented here is my work, but enough of the material remains for the original framework to be recognizable.