User:ESONJ/oneshotrules

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Table Rules

  1. Don't talk over or interrupt other players. I am the DM. Only I can do that.
  2. If you ever feel uncomfortable or that the game has not become a safe or welcome place for you, please DM me or use the Safety Tools Module in Foundry
  3. 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.
  4. 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.
  5. 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.

Mechanical Rules

  1. If you want to use inspiration on your own roll, you can declare it after seeing the result. If you want to use it on any other roll, it must be declared before the roll is made
  2. You can only assist on a skill check if you also have proficiency in that skill, or are able to roleplay why you should be able to assist. Jack of All Traits allows you to add your same modifier to the check. The Help Action, Guidance, and Enhance Ability and similar features must be declared before the roll is made.
  3. 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.
  4. If you die during the one shot, you can forgo reward items 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. (This does not apply to Gharzak, Fuck you Gharzak.)
  5. If a DC of a saving throw is currently unmatchable for your character, and you currently are not suffering any effects such as Bane, Synaptic Static, or other features that subtract from saves, a natural 20 is an automatic success. This applies to enemies as well.
  6. 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.
  7. Death saving throws are whispered to the DM, public rolls are ignored and must be rerolled.
  8. Rolls must be publicly rolled otherwise. I will not consider anything privately rolled to yourself valid unless I specifically requested it.
  9. I use the following Variant Rules: Creature Identification, link provided upon request.
  10. 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.
  11. 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
  12. 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.
  13. 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 generally will take a reaction to use.
  14. When casting a spell, declare if you are casting a cantrip or a leveled spell. I will do the same for my creatures.
  15. Whenever a creature casts a spell, each creature that has counterspell 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.
  16. Controlled Mounts cannot be used to escape grapples.
  17. The Dazed Condition has been added to the game. This condition replaces the following conditions, Paralyzed, Stunned. While Dazed a creature makes Attack Rolls, as well as Dexterity and Strength Saving Throws at disadvantage, cannot take reactions, and cannot concentrate on spells. A creature that starts its turn Dazed can only do one of the three following things on it's turn, move, use an action, or use a bonus action. Attack Rolls against a Dazed creature have advantage.
  18. When a PC is reduced to 0 Hit Points they become Dazed instead of falling unconscious, they must still make Death Saves at the start of each of their turns and they still fail a Death Save whenever they take damage while at 0 Hit Points. They remain Dazed until they regain hit points, pass three Death Saves at which point then fall unconscious, or fail three Death Saves at which point they die.

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.