Difference between revisions of "User:ESONJ/oneshotrules"

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'''1.''' Don't talk over or interrupt other players. I am the DM. Only I can do that.
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== Table Rules ==
 +
#We are usually all friends here, so don’t be a jackass, try to be ready on your turns, and if the game is ever making you feel unsafe or uncomfortable, please let me know via DM or by using the Safety Tools module.
 +
#PVP is not allowed without consent from both players, including AOE damage in combat.
 +
#Inspiration in my games is tracked by the player, not the character, and can be used after you make any D20 Test. For Attack Rolls and Saving Throws, it automatically makes them a success, as well as in-combat ability checks such as hiding, grappling, ect. For out of combat ability checks, and enemy D20 Tests, it can be used to force a reroll. I trust people to track their own inspiration.
 +
#Any assistance on a D20 Test must be made before the roll is made including Guidance, Bardic Inspiration, Help Action, ect, unless the feature specifies that it can be done after the role is made.
 +
#Creatures with Legendary Resistance have unlimited uses. For each use after the first they lose 10 hit points, this hit point loss increases by 10 for each subsequent use.
 +
#If multiple non-player controlled creatures in an encounter have Legendary Actions, I combine the total number of legendary actions and subtract the number of creatures with them, and that is the combined pool of legendary actions either can take. This rule does not apply once a single creature with Legendary Actions remains.
 +
#Any Potions of Healing or equivalent items (Amulet of the Drunkard, Ointment, ect), are a bonus action unless specified otherwise. You can use an action to use one on yourself and take the maximum, or to use one on someone else. You can use a Bonus Action to give someone else a potion but are required to then take the minimum.
 +
#If you die during the one shot, you can forgo priority and major reward items at the end of the game, or pay the resurrection fee to be resurrected after one minute if you would like.(This does not apply to Gharzak, Fuck you Gharzak.).
 +
#If a DC of a saving throw is currently unmatchable for your character, a natural 20 is an automatic success. This applies to enemies as well.
 +
#Death saving throws are whispered to the DM, public rolls are ignored and must be rerolled. All other Rolls must be publicly rolled, and may be rejected at my Discretion.
 +
#Silvery Barbs can only be used once a reaction chain and does not work on Saving Throws.
 +
#Healing Surges (DMG 266). As an action you can Healing Surge, roll half your hit dice rounded up and regain that amount of HP. Immediately after using a healing surge, characters can Dodge as a bonus action. You round up when determining hit dice available. This does not take from your hit die pool. You can use this action once a long rest.
 +
#When casting a spell, declare if you are casting a cantrip or a leveled spell. I will do the same for my creatures, and whenever a creature casts a spell, each creature that has counterspell, temporal shunt, ect, and would like to use it must declare if they are countering, or not. Level must be declared when this is done. Once this is all finalized, rolls can be made if required.
 +
#Controlled mounts cannot be used to escape grapples.
 +
#Contingency can be cast prior to the game if you know the spell, and have the components, provided you Roll me a D10 either at the start of the game or in No Context, and don't roll a 1, as well as tell me the Contingency and the Trigger. Contingency is a free action to use or activate but cannot be activated if you are unable to take reactions unless you activate it when that feature would take place.
 +
#Extra Dimensional Spaces: Bags Holding, Portable Holes, and similar items can hold at most 1 medium or smaller creature at a time. A creature within such an item is shunted out of the item and into the nearest unoccupied space if the holder is ever subjected to any form of teleportation.
  
 +
==Condition Updates==
 +
#Dazed: This condition replaces the following conditions, Paralyzed, and Stunned. While Dazed a creature makes Attack Rolls, as well as any D20 Test using Strength or Dexterity  at disadvantage, cannot take reactions, and cannot concentrate on spells. A creature that starts its turn Dazed has it's speed halved and it can use either an Action or a Bonus Action, not both. Attack Rolls against a Dazed creature have advantage The Dazed condition can be ended by any feature that would end the Paralyzed or Stunned Conditions.
 +
#Invisible: A creature does not gain the benefits of being Invisible while within the Blindsight, Truesight, or See Invisibility range of any creature with that feature, unless the Invisible creature has a higher CR/Level then the other one.
  
'''2.''' Potions are yourself are a bonus action, on others are an action.
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==Tier 1 Rules==
 +
#Characters of 1st and 2nd level count as 3rd level for the purpose of hit points and hit dice and all characters regain a 1st-level spell slot at the end of each combat encounter.
  
  '''2A.''' If you use an action to drink a potion for yourself, you gain the maximum amount of hit points possible if it is a healing potion.
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==Tier 4 and 5 Rules==
 +
#Simulacrum is banned from being casted or replicated by any means other then the base spell.
 +
#You may bring in no more then one copy of a 9th level Spell Scroll per character (no multiple Foresight scrolls or Mass Heal Scrolls)
 +
#If a majority of a party is T5, any T4 characters can calculate their HP as if they had the hit dice of a 20th level character.
 +
#If a majority of a party is T5 with 30 or more hours above level 20, then any PC's who are not of that level can replace one of their magic items with a T4/5 magic item of their choice.
  
 +
==Item Specific Rules==
 +
#Figurine of Wondrous Power (Gold Canary): This Item can only be used to summon a gold dragon by the player character who brought it into the game, and once used, can not be used for the next 3 one shots I run that the character is brought to. Additionally, only one Gold Dragon can be brought out at a time with this item
  
 +
#Sling Bullets of Althemone: The Stunning ability now reads. On a hit, this bullet deals an extra 1d10 force damage and the creature must make a DC 15 Constitution Saving Throw. On a failure, they are stunned, on a success, they instead suffer the effects of the slow spell until the end of your next turn.
  
'''3.''' If you die during the one shot, you can forgo a reward item at the end of the game, or pay the resurrection fee to be resurrected after one minute if you would like.
+
#Saddle of the Caviler : This is a Tier 1 Magic Item that does not require attunement. as such it does not prevent any effects from being applied to the rider, except preventing dismounting by non teleportation forced movement such as shoves. If an effect would dismount a rider in a way besides forced movement such as a shove, the rider can choose to either be removed from their mount or have their mount be affected by the same ability, for example an effect like Vortex Warp, Plane Shift, or Banishment.
 
 
 
 
'''4.''' If you ever feel uncomfortable or that another player or myself are making the game not a safe, fun, or otherwise positive place for you please DM me and let me know, I can't address the situation if I don't know it needs to be addressed.
 
 
 
 
 
 
 
'''5.''' I use the following Variant Rules.
 
 
 
https://dnd-wiki.org/wiki/Creature_Identification_(5e_Variant_Rule)
 
 
 
https://dnd-wiki.org/wiki/Delay_(5e_Variant_Rule)
 
 
 
https://dnd-wiki.org/wiki/Variant_Surprise_Rounds_(5e_Variant_Rule)
 
 
 
 
 
  '''5a.''' For Creature Identification, I also allow people to ask other questions that I'll either answer or tell them to ask another question at my Discretion
 
 
 
 
 
 
 
'''6.'''  Reward Items will be selected from a table of items provided by the players before the quest of 1 major and 2 minor items of the Tier. Based on items used during the quest, the remaining items will be selectable as reward items at the end. Each player will roll 1d100 and the highest, then lowest rolls will get their pick of items first, with the remaining three going in the order of highest to lowest items.
 
 
 
 
 
 
 
'''7.'''  If you have DM Inspiration either through me or fanatic, you can declare that you are using it after the roll has been made. You can do so to impose disadvantage on another roll but must declare before the roll has been made.
 
 
 
 
 
 
 
'''8.'''  You can only assist on a skill check if you also have proficiency in that skill.
 
 
 
  '''8A'''. You can also attempt to justify why your character can help on a skill they are not proficient in, but you can only do this for one skill per one shot.
 
 
 
  '''8B'''. Additionally if you have jack of all trades you can help on any skill check that the person making is proficient in
 
 
 
 
 
 
 
'''9.''' The game is built around one short rest. Any further rests taken besides that unless I explicitly say its's ok, will likely result in future encounter difficulty being modified.
 
 
 
 
 
 
 
'''10.''' Death saving throws are whispered to the DM.
 
 
 
 
 
'''11.''' Silvery Barbs is banned from my games. If you have it selected you may swap it out for a spell before you leave the tavern.
 
 
 
 
 
'''TIER 1'''
 
 
 
'''T1-1.''' Characters of 1st and 2nd level count as 3rd level for the purpose of hit points and hit dice and all characters regain a 1st-level spell slot at the end of each combat encounter.
 
 
 
'''Optional Rules'''
 
'''OR-1'''Healing Surges (DMG 266). Immediately after using a healing surge, characters can Dodge as a bonus action. You regain half of your maximum hit dice at the end of a short rest (instead of a quarter).
 

Revision as of 21:09, 8 February 2025

Table Rules

  1. We are usually all friends here, so don’t be a jackass, try to be ready on your turns, and if the game is ever making you feel unsafe or uncomfortable, please let me know via DM or by using the Safety Tools module.
  2. PVP is not allowed without consent from both players, including AOE damage in combat.
  3. Inspiration in my games is tracked by the player, not the character, and can be used after you make any D20 Test. For Attack Rolls and Saving Throws, it automatically makes them a success, as well as in-combat ability checks such as hiding, grappling, ect. For out of combat ability checks, and enemy D20 Tests, it can be used to force a reroll. I trust people to track their own inspiration.
  4. Any assistance on a D20 Test must be made before the roll is made including Guidance, Bardic Inspiration, Help Action, ect, unless the feature specifies that it can be done after the role is made.
  5. Creatures with Legendary Resistance have unlimited uses. For each use after the first they lose 10 hit points, this hit point loss increases by 10 for each subsequent use.
  6. If multiple non-player controlled creatures in an encounter have Legendary Actions, I combine the total number of legendary actions and subtract the number of creatures with them, and that is the combined pool of legendary actions either can take. This rule does not apply once a single creature with Legendary Actions remains.
  7. Any Potions of Healing or equivalent items (Amulet of the Drunkard, Ointment, ect), are a bonus action unless specified otherwise. You can use an action to use one on yourself and take the maximum, or to use one on someone else. You can use a Bonus Action to give someone else a potion but are required to then take the minimum.
  8. If you die during the one shot, you can forgo priority and major reward items at the end of the game, or pay the resurrection fee to be resurrected after one minute if you would like.(This does not apply to Gharzak, Fuck you Gharzak.).
  9. If a DC of a saving throw is currently unmatchable for your character, a natural 20 is an automatic success. This applies to enemies as well.
  10. Death saving throws are whispered to the DM, public rolls are ignored and must be rerolled. All other Rolls must be publicly rolled, and may be rejected at my Discretion.
  11. Silvery Barbs can only be used once a reaction chain and does not work on Saving Throws.
  12. Healing Surges (DMG 266). As an action you can Healing Surge, roll half your hit dice rounded up and regain that amount of HP. Immediately after using a healing surge, characters can Dodge as a bonus action. You round up when determining hit dice available. This does not take from your hit die pool. You can use this action once a long rest.
  13. When casting a spell, declare if you are casting a cantrip or a leveled spell. I will do the same for my creatures, and whenever a creature casts a spell, each creature that has counterspell, temporal shunt, ect, and would like to use it must declare if they are countering, or not. Level must be declared when this is done. Once this is all finalized, rolls can be made if required.
  14. Controlled mounts cannot be used to escape grapples.
  15. Contingency can be cast prior to the game if you know the spell, and have the components, provided you Roll me a D10 either at the start of the game or in No Context, and don't roll a 1, as well as tell me the Contingency and the Trigger. Contingency is a free action to use or activate but cannot be activated if you are unable to take reactions unless you activate it when that feature would take place.
  16. Extra Dimensional Spaces: Bags Holding, Portable Holes, and similar items can hold at most 1 medium or smaller creature at a time. A creature within such an item is shunted out of the item and into the nearest unoccupied space if the holder is ever subjected to any form of teleportation.

Condition Updates

  1. Dazed: This condition replaces the following conditions, Paralyzed, and Stunned. While Dazed a creature makes Attack Rolls, as well as any D20 Test using Strength or Dexterity at disadvantage, cannot take reactions, and cannot concentrate on spells. A creature that starts its turn Dazed has it's speed halved and it can use either an Action or a Bonus Action, not both. Attack Rolls against a Dazed creature have advantage The Dazed condition can be ended by any feature that would end the Paralyzed or Stunned Conditions.
  2. Invisible: A creature does not gain the benefits of being Invisible while within the Blindsight, Truesight, or See Invisibility range of any creature with that feature, unless the Invisible creature has a higher CR/Level then the other one.

Tier 1 Rules

  1. Characters of 1st and 2nd level count as 3rd level for the purpose of hit points and hit dice and all characters regain a 1st-level spell slot at the end of each combat encounter.

Tier 4 and 5 Rules

  1. Simulacrum is banned from being casted or replicated by any means other then the base spell.
  2. You may bring in no more then one copy of a 9th level Spell Scroll per character (no multiple Foresight scrolls or Mass Heal Scrolls)
  3. If a majority of a party is T5, any T4 characters can calculate their HP as if they had the hit dice of a 20th level character.
  4. If a majority of a party is T5 with 30 or more hours above level 20, then any PC's who are not of that level can replace one of their magic items with a T4/5 magic item of their choice.

Item Specific Rules

  1. Figurine of Wondrous Power (Gold Canary): This Item can only be used to summon a gold dragon by the player character who brought it into the game, and once used, can not be used for the next 3 one shots I run that the character is brought to. Additionally, only one Gold Dragon can be brought out at a time with this item
  1. Sling Bullets of Althemone: The Stunning ability now reads. On a hit, this bullet deals an extra 1d10 force damage and the creature must make a DC 15 Constitution Saving Throw. On a failure, they are stunned, on a success, they instead suffer the effects of the slow spell until the end of your next turn.
  1. Saddle of the Caviler : This is a Tier 1 Magic Item that does not require attunement. as such it does not prevent any effects from being applied to the rider, except preventing dismounting by non teleportation forced movement such as shoves. If an effect would dismount a rider in a way besides forced movement such as a shove, the rider can choose to either be removed from their mount or have their mount be affected by the same ability, for example an effect like Vortex Warp, Plane Shift, or Banishment.