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 5th Edition D&D

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TheDiddler
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TheDiddler


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PostSubject: 5th Edition D&D   5th Edition D&D EmptyTue May 17, 2016 6:53 pm

Why Dungeons and Dragons?

We are currently enjoying a fantastic World of Darkness game using Werewolf: The Forsaken, so why would we start a 5th Ed D&D campaign? Time.

The WoD game is primarily story driven, even on the forums. Unfortunately the story for that game takes up a solid amount of time that I find I do not have in abundance these days.

That being said, I do not want you to think we are abandoning that game. I love it. I have spent too much time into it to just drop the game. However, I think it would benefit me greatly for a bit if we were to just run something less complicated and time-consuming.


Last edited by TheDiddler on Wed May 18, 2016 1:53 am; edited 2 times in total
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PostSubject: Re: 5th Edition D&D   5th Edition D&D EmptyWed May 18, 2016 1:37 am

The Story

DISCLAIMER: You do NOT need to read through all of the information regarding story in order to participate in this D&D game. You can skip straight to the Atlantys information and make your character. The rest is the “mainland” of the game that we have utilized over the years and I like continuity.


RHETAEA
I am going to upload a few files regarding Rhetaea onto the Facebook page. You do not have to read them (see disclaimer above), but you may use them as you desire.

I added the files to the Awesome Gamers Group FB page. I will also info dump them into their own forum posts, but my files are prettier. Read those.


MAKE WHAT YOU WANT!
Please understand that I want this game to be as free and open as you want it to be. If you would like your character to be a dwarf from a faraway land ruled by an evil halfling despot, that works for me. Most of Rhetaea is not completely described and I not only encourage you to make it your own, but will reward you for good character description and background.


ATLANTYS
See Atlantys Forum Post



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PostSubject: Re: 5th Edition D&D   5th Edition D&D EmptyWed May 18, 2016 1:38 am

The Mechanics


  • Level:You are 3rd level to start.


  • Attributes:You will use the Standard Array for your attributes +6 floating points. This means you start with 15,14,13,12,10,8 as base stats and may spend 6 additional points. You are restricted to a max of 20 in a stat after racial bonuses.


  • Wealth:Choose one of the options under your classes Starting Equipment. Additionally, gain the equipment listed under your background. Finally, add either 800gp OR give it all up for a single uncommon magic item of the DM's choosing. You can give me a basic idea of what you are hoping for and I will throw something in there.


  • Hit Points:Start with max at first level. For each subsequent level, either choose the standard listed under your class or roll 2 Hit Dice and keep the highest. Please link me your rolls if you choose to roll.


  • Background and Description:Please choose a background for your character and specialize it as you like. Also, please choose an Alignment, Ideal, Bonds, Flaws, and give some brief information about your character overall.


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PostSubject: Re: 5th Edition D&D   5th Edition D&D EmptySat May 21, 2016 12:00 am

Variant Rules Used

The following is a list of variant rules we will use in our game. They are from the Player's Handbook, the Dungeon Master's Guide, and other books. I will reference where to find the rules, but also post them here for ease of reference.


Hero Points:
DMG p264

Hero points work well in epic fantasy and mythic campaigns in which the characters are meant to be more like superheroes than the average adventurer.

With this option, a character starts with 5 hero points. Each time the character gains a level, he or she loses any unspent hero points an gains a new total equal to 5 + half the character's level (rounded down).

A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw. The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll.

In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.





Plot Points:
DMG p269

Plot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of DM for a time. If your first reaction to reading this optional rule is to worry that your players might abuse it, it's probably not for you.

Using Plot Points
Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group's approach to this optional rule. Three options are presented below DM Note: I'm only including the ones I want to use.

A player can spend no more than 1 plot point per session.

Option 1: What a Twist!
A player who spends a plot point gets to add some element to the setting or situation that the group (including the DM) must accept as true. For example, a player can spend a plot point and state that his or her character has found a secret door, an NPC appears, or a monster turns out to be a long-lost ally polymorphed into a horrid beast.

A player who wants to spend a plot point in this way should take a minute to discuss his or her idea with everyone else at the table and get feedback before settling on a plot development.

Option 2: The Plot Thickens
Whenever a player spends a plot point, the player to his or her right must add a complication to the scene. For example, if the player who spends the plot point decides that her character has found a secret door, the player to the right might state that opening the door triggers a magical trap that teleports the party to another part of the dungeon.

DM Note:I have altered the benefit of Plot Points to encourage their usage throughout the game. 

1. Player uses a plot point.
2. All players gain +50Xp x [Level of PC that used the Plot Point] at the end of that session. This will put some of your progression directly into your creative hands.
3. PCs may consider using Plot Points to help develop backgrounds of NPCs, Factions, Groups, and Locations. Talk to the DM. If you use your Plot Point in this way you will not have it for the next played game.
4. As an addition, I want each Plot Point to directly affect and/or add to the story. They might also cause a mechanical affect, but the story is the key with these little guys.




Alternate Methods to Gain Proficiency:
DMG p264

The following is a summary of this section, repurposed to fit my taste.

This system relies heavily on players developing their characters' personalities.

In addition to gaining Proficiency with your stated mechanics, you can potentially gain it based on your Background, Personality Traits, Ideals, Bonds, and also be affected by Flaws.

If your character background, or one of the other above Role-Play traits might grant you a greater awareness of a situation, then the DM may choose to grant you proficiency.

For example, you choose the Noble Background. You decide that you have spent years in a certain court fulfilling the function of making backroom deals with high ranking people. In game, you get into a confrontation and decide you will get your party out of it by making one of those same backroom deals with a member of high rank and status. In this specific case, your character is specially suited to gaining the bonus of proficiency.

Now, this could be quite easy to abuse and I want to state up front that I will cease to use it if it becomes ridiculous. Be specific with your Traits and other details.

Finally, Personality Traits and Flaws might cause you a negative. I would appreciate that if a situation arises and your character should act in a way that is detrimental to himself you bring this up in play. For example, say you choose the Personality Trait: "I often get lost in my own thoughts and contemplation, oblivious to my surroundings" then your character might have Disadvantage on an ability check to notice creatures sneaking up on you. I will reward good play in this fashion.


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PostSubject: Re: 5th Edition D&D   5th Edition D&D EmptySat May 21, 2016 12:01 am

Important Details Regarding 5th Edition

The following details some important notes about 5th Edition that the characters should be made aware of at the start.

Inspiration:

PHB p125

Inspiration is a rule the DM can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Gaining Inspiration
Your DM can choose to give you inspration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give int to the drawbacks presented by a flaw or bond, and otherwise portrary your character in a compelling way. Your DM will tell you how you can earn inspiration in the game.

You either have inspiration or you don't - you can't stockpile multiple "inspirations" for later use.

Using Inspiration
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.

Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player does something that really contributes to the story in a fun and interesting way, you can give up your inspiration for that character to gain it.


Magic Items:

DMG pp135-38

The following is a highly summarized version of Chapter 7: Treasure.

Each magic item has a rarity:


  • Common - 1st lvl or higher - ~50-100gp in value
  • Uncommon - 1st lvl or higher - ~101-500gp in value
  • Rare - 5th lvl or higher - ~501-5,000gp in value
  • Very rare - 11th lvlor higher - ~5,001-50,000gp in value
  • Legendary - 17 lvl or higher - 50,001+gp in value


The above list gives a brief breakdown of how they are expected to enter play and roughly how much they are worth. In 5th Edition, magic items are not expected to be bought and sold with the regularity of previous editions. However, it is certainly possible that a character will end up with items far above their level AND you may be able to sell and/or buy items as the game progresses. It will simply not be the norm.

Identifying a Magic Item:
This will be done on a case by case basis, but if the item is exceptionally simple and easy to determine in nature, then I will use the expected rule in the DMG:

You may spend a short rest focusing on the magic item while in physical contact. At the end of that time, you will learn its basic properties. Some items will be too unusual to use this method and require greater understanding and time (the Identify spell, for example).

Attunement:
This is the biggest change from previous editions.

Please note that there are MANY items that do not require attunement. The DM will inform you as we go along whether an item requires it or not.

Some magic items require attunement to be used (most of those rare and above). Some items have prerequisites based on class, race, level, and more. Without becoming attuned to an item that requires it, you simply cannot use its magical benefits.

Attuning an item requires you spend a short rest focused only on that item while in physical contact (this cannot be the same short rest listed above). The focus can take many forms (practice with a blade, meditation, study, and more). At the end of the time, you become attuned to the item, learning its command words.

An item can only be attuned to one creature at a time. A creature can be attune to no more than three magic items at a time. Additionally, you cannot attune more than one copy of the same type of item. For example, you can only have one Ring of Protection.

Attunement ends if you no longer satisfy the prerequisites, if the item is every more than 100' from you for over 24 hours, if you die, or if another creature attunes the item. You can voluntarily end attunement by spending a short rest as listed above.


Downtime Activities:

DMG Chapter 6, pp125-31 and

The following are some ideas and suggestions for downtime activities.


  • Building a Stronghold - Should be obvious. Ask the DM for costs associated.
  • Carousing - This is obvious, but can have unexpected results. Ask the DM.
  • Crafting a Magic Item - Ask the DM.
  • Gaining Renown - You must belong to a faction (like an Adventuring Company, Secret or not-so-secret organization).
  • Performing a Sacred Rite - Can grant mechanical benefits.
  • Running a Business - Ask the DM, but this one is obvious.
  • Selling Magic Items - Harder than in previous edtions.
  • Sowing Rumors - Ask the DM for the requirements.
  • Training - This one is unusual. Some training is expected for you to gain levels, though I won't use the full on rules requiring it. However, it is possible that, at the end of an adventure, a portion of your Treasure might come in the form of offered training. This kind of training might grant your character Proficiency in a skill or Tool set, a strange benefit, new spells, and possibly even the learning of a Feat outside the normal rules.
  • Other - You can come up with all kinds of activities and we will determine how they fit in the game.

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PostSubject: Re: 5th Edition D&D   5th Edition D&D EmptyMon Jul 04, 2016 5:19 pm

More Downtime Activities Rules and Tools
 
Lifestyle Expenses
These will only come into play once your characters are spending a lot of time in downtime. Otherwise I am assuming you are paying for things on a case by case. I will place as much stock in these as you do with your character.
 
See PHB pp157-58 for costs and benefits of Lifestyle
 
Crafting
PHB p187

You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5gp and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5gp, you make progress every day in 5gp increments until finished. For example, a suit of plate (market value 1,500gp) takes 300 days to craft alone.

Multiple characters can combine their efforts towards the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each contributes 5gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can create a suit of plate armor in 100 days.

While crafting, you can maintain a modest lifestyle without having to pay 1gp per day, or a comfortable lifestyle at half the normal cost.

Practicing a Profession
PHB p187

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long as you continue to practice your profession. If you are a member of an organization that can provide gainful employment, such as a temple or thieves' guild, you earn enough to support a comfortable lifestyle instead. If you have proficiency in the Performance skill and put your performance skill to use during downtime, you earn enough to support a wealthy lifestyle.


Training
PHB p187

You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options (I will!).  First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.

DM Notes and Modifications:
There will be options for learning both faster and cheaper. A few that I am considering are below:


  • Immersing yourself in a new culture/language environment will dramatically reduce the time to learn that language (and subsequent costs associated). If you are constantly around the new language the time to learn will be reduced to 1/4 (~60ish days). You can only gain the benefit of this for one language at a time. However, you can still learn another language at the same time if you have multiple instructors.
  • If you find a True Master of a Profession (to be determined in play) then I will reduce the time (but not cost) to learn a new Tool Set if you can convince that person to teach you.
  • I am willing to consider people learning entirely new Skills and possibly even Feats in game play. These will be done on a case-by-case basis and be very Rare.


Sowing Rumors
DMG p131


Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor is also believable, playing off what people want to believe about the person in question.

Sowing a rumor about an individual or organization requires a number of days dpeending on the size of the community, as shown in the Sowing Rumors table. In a town or city, the time spent must be continous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades without the benefit of constant repetition.

The character must spend 1gp per day to cover the cost of drinks, social appearance, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If successful, the community's prevailing attitude toward the subject shifts one step towards friendly or hostile as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.



Shifting a community's general attitude toward a person or organization doesn't affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience with the subject.



Settlement Size and Time Required
Village - 2d6 days
Town - 4d6 days
City - 6d6 days


DM Note: I will allow a rumor to hold additional traction for a number of days equal to the success of the roll minus the intial DC (-15 in most cases).



Tools

  • Required for Use. In order to attempt a check that requires a specific tool, you need to have the tool. For example, to play Dragonchess, you need a set. To pick a lock, you need Thieves' Tools.
  • Ability Score Bonus. You add your ability score when using a Tool Set as appropriate. For using Thieves' Tools you are likely adding Dex, but other ability scores might apply in specific circumstances.
  • Proficiency with a Tool. If you have Proficiency with a set of tools (from Background or Class abilities) you gain your Proficiency Bonus when using that Tool Set. In the above example, if you are a Rogue, you have Thieves' Tools Trained and gain your Proficiency Bonus in addition to Ability bonus when using the set.
  •  Lacking Tools? I am willing to consider allowing you to perform a check without the required tool if you can make something to substitute. However, this will likely give you Disadvantage on the roll and you will not gain the Proficiency bonus if you are skilled in that Tool Set.



A Specific Example: The Druid Vintner

Logan mentioned that he would like to utilize a combination of his ability to cast Goodberry alongside the special camusin berry found all throughout the Qezcahal. He wants to become a wine-maker (vintner) and have a special vintage that adds the flavor of his goodberries.

Coryn can "Practice a Profession" during his downtime to make wine in the village and gain the modest lifestyle for free. While the goodberries magical effects wear off after a day, I am ruling that he can use them to flavor his own special vintage. Because of this, he will bump up his lifestyle bonus to comfortable instead of modest.

Coryn does not have proficiency in the Artisan Tools required to craft wine. However, if he wanted to learn, there is a Master wine maker in Salvana's Oasis in Qelline Alderleaf. She would be willing to teach him because of his aid in removing the Rusted Blades. To learn the proficiency for the tool set in Salvana's Oasis (a town made for crafting wine) I would only require that he spend 1/4 the time (60 days) and the full cost (250gp).

Once Coryn learns the Tool Set he can shift from "Practicing a Profession" to "Crafting." A fine bottle of wine costs roughly 10gp. Coryn is making his own special vintage with the Goodberry flavor added to the camusin, so his wine would be 10gp a bottle to make. It would take him roughly 2 days and 5gp to make each 10gp bottle of wine and while doing so he can live a comfortable lifestyle without cost. Over a long period of time, his vintage would become far more profitable.

As a note, with proper use of Trade and Negotiation in the game, those 10gp bottle of wine might be sold for far more. Say that Agrykos uses his Persuasion to spread rumor in Port Town that the Goodberry Wine is the best on Merata. The cost to create will not change, but the value of the bottles might go up dramatically and aid in the sale of the wine (likely doubling or even tripling the price for sale.

DM Note: Crafting Magic Items is an entirely different process. If Coryn wanted to make his wine retain the benefits of the Goodberry he would effectively be crafting a Goodberry Potion and follow the rules for making magic items.
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