A lot of world info is available if you are interested in the game, but here are some creation rules and such... Character Creation Ablities: Roll 3 sets of 6 ability scores. Score rolls are 4d6, reroll ones, drop the lowest number, add together. Once 3 sets are rolled (or even before) you choose the set you will use and assign numbers to abilities as you see fit. 4 sixes rolled results in an auto 19 Lvl 4 with half as much xp needed for lvl 5 Races allowed are half elf, elf, human, dwarf, gnome, halfling, half orc (No drow) and if there is another race you are interested in, I'll consider it but definitely not guaranteeing anything. Human: You can chose variant at creation if you wish, or simply go with the standard human. Hit Points : Max for first, half or below re roll (ex. 1d8 roll = 4, reroll until a 5 or higher is achieved for your HP at each level beyond 1st) Equipment/Items: To be discussed upon selection Background Traits/Flaw/Ideal/Bond: The flaw must be randomly rolled. The others can be rolled or chosen, whichever you prefer. Other Rules FAMILIARS Can attack, void the rule in the Find Familiar spell about them not being able to attack. Familiars get a maximum hit die. Depending on if they are fiendish or celestial they may have more abilities. The rest of the rules for the spell apply. RESTING - Gritty Variant This variant uses a short rest of 8 hours and a long rest of 7 days . This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of combat. Characters can't afford to engage in too many battles in a row. and all adventuring requires careful planning. CLASS ABILITIES AND RESTING Any class ability/spell/item/special feature/etc that can be used every short rest can be reused every 6 hours. Any class ability/spell/item/special feature/etc that can be used every long rest can be reused every 24 hours. HEALING - Slow Natural Healing Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. HEALING SuRGES (ONLY ABLE TO BE USED IF IN COMBAT) This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare. As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die). FEAR AND HORROR FEAR- When adventurers confront threats they have no hope of overcoming, you can call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes frightened for 1 minute. The character can repeat the saving throw at the end of each of his or her turns, ending the effect on the character on a successful save. HORROR- Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurer see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth. In such a situation, you can call on characters to make a Charisma saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a short-term or long-term form of madness that you choose or determine randomly,