
Hi folks, I'd like to briefly touch on a few things that'll be handled a bit differently than how we run the Tendril campaign: Advantage & Disadvantage: You're going to see me tell you you're either at advantage or disadvantage quite a bit more. As a reminder (page 173 of the PHB), Advantage means that when you would normally roll 1d20 for a check (attack, skill check, saving throw) you instead roll 2d20 and take the higher of the two . Disadvantage means that you will roll 2d20 and take the lower of the two. I will be using this in lieu of applying modifiers to rolls with the exception of Cover (page 196 of the PHB). I'd also like to encourage all of you to creatively use non-combat skills, such as acrobatics or nature, in combat. Just tell me what you'd like to do ("I look for a weak spot on the monster before striking it with my shortsword!"), I'll tell you what check to roll ("roll a Nature [INT] check"), and then if I determine you succeeded I will give likely you Advantage on the attack. For the most part a failure will just mean you don't get Advantage, but a failure on a particularly reckless maneuver ("I backflip over the goblin and try to slice his throat mid-air!") or a critical failure may result in Disadvantage being applied. You won't receive Advantage if you try to abuse this by repeating the same old trick time & again. Inspiration: Inspiration (page 125 of the PHB) is a player currency, which you can either have or not have (you cannot have "more than one" Inspiration). You can spend it to give yourself Advantage on a d20 roll either in or out of combat. If you have Inspiration, you may freely give it to another player at any time (thus losing yours). All players start without Inspiration. In this campaign we will vote at the end of each session (either directly at the end or via email/forum between sessions) on the most Epic Moment of the session. This could be an awesome roleplaying choice, saving the party by the skin of their teeth in combat, some hilarious moment that is meme-ready, etc. The player responsible for the Epic Moment gets Inspiration for the next session. Inspiration is use-it-or-lose-it for the next session that player participates in, so don't try and hoard it. XP & Leveling Up: I will be using the Milestone Leveling instead of granting XP after each session. What this effectively means is that when you reach certain achievements in your campaign, I will tell you to level up – you won't be tracking XP between those levels. Additionally, all player characters will remain at the same level, regardless of whether they missed a session or two or not. This also means that if any characters need to be added (as a result of a new player or the death of an old character), that character will be the same level as the existing, living characters. When leveling up, roll your hit die for additional max HP as normal. Do this in a session in front of me on Roll20. If the value you roll is less than the alternative value (the average, rounded up) listed in your class description, you may take the average instead of your roll and add your CON modifier as normal. For instance, the PHB lists "1d12 (or 7)" for a Barbarian's level up. If your Barbarian rolls a 5, you would then choose to use the 7 instead and add your CON modifier. You do not get to re-roll for this level. This process is intended to give you some exciting upside at level-up time while ensuring you don't feel like you got a "gimped" character as a result of bad roll(s).