User:ESONJ/oneshotrules
From Dungeons and Dragons Wiki
General Rules
- Don't talk over or interrupt other players. I am the DM. Only I can do that.
- 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.
- If you want to use inspiration on your own roll, you can do so after the roll, if you want to use it on someone elses roll, you must declare so before the action is declared. Inspiration stacks in my games.
- You can only assist on a skill check if you also have proficiency in that skill, have jack of all traits, or are able to roleplay why you should be able to assist.
- No PVP is allowed without consent from both parties. If you attempt to initate PVP, the recieving party is allowed to determine how it is resolved and can reject the action. This includes both damaging effects and other abilities that a player does not wish to be used against them. This does not apply to AOE's in Combat, where you have to ask for consent from party members when including them.
- Please be prepared to take your turn on combat and generally act in a timely manner. If you take too long on your turn, or don't respond on your turn, your character will be considered to be dodging or taking necessary action to maintain a spell or effect, and your turn will be skipped.
- You're always free to give other players suggestions but at the end of the day, everyone is free to act in accordance with the rules, and don't spend to much time telling other players what they should do.
Specific Rules
- Healing Potions are yourself are a bonus action. You can use an action to give one to someone else or gain max healing by drinking one yourself. All other potions are actions.
- 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. If we are on DND Cosmos you can forgo the item at the end of the game for the same.
- If a DC of a saving throw is unmatchable for your character, for example a DC 22 save in a stat you have an 8 in and aren't proficient in, and the party has no active ways to make sure you can pass (Bardics, Pally Aura, Artificer, ect), then a nat 20 is an automatic pass.
- If you are immune to Psychic damage then you are immune to the other effects of spells and magical abilities that deal Psychic damage. This applies to enemies also.
- Death saving throws are whispered to the DM.
- I use the following Variant Rules: Creature Identification, Link Provided Upon Request.
- Silvery Barbs can only be used once a reaction chain. If no one in the party starts the game with Silvery Barbs as a Known or Prepared Spell, and this doesn't change before they embark on the quest, the entire party gains Inspiration.
- 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). You round up when determining hit dice available
- 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.
- 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
DND Cosmos 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.