Hello community!
Very short notice, I know! But I am looking for able bodied and somewhat
sane people to playtest a campaign I am working on. It is based off a DM's
Guild adventure and takes place in and around Baldur's Gate a year after the
Iron Crisis, which was the base of the original Baldur's Gate PC game from
1998.
First chapter might be a 1-2 shot, but I just don't know - it depends on
roleplay and the players. It is 100% free to join my table. I play for fun, not
money, but I do reserve the right to boot anyone who doesn't abide by the rules
below, or consistently makes the game less fun for the rest of the players.
The main objective of the playtest is obviously to meet new people and also
to test how the first chapter plays out with the house rules in play.
I run my games with the following requirements
to the players at my virtual table:
Good at speaking and reading English Discord with functional mic and a computer that
can run Roll20 without crashing/or bad internet Mature (adult) Easy-going & friendly Wants to have fun and enable others to have fun Knows how to give space to others and when to
take the stage themselves Somewhat familiar with the D&D rules No rule lawyering/neck-bearding or craziness Consistency. You show up on time and invest
yourself in your character
If you are interested, please send me a private
message containing the following:
Introduce yourself (name, age, etc.) Character you would like to play Your D&D experience What you love about playing D&D
I hope to hear from you - and please feel free to include any questions you
might have :) About me:
39 year old guy from Denmark Project manager for a living Loves cats, but don't own any Tried RL once, but didn't like it
The House Rules: Resting &
Exhaustion
When resting the DM makes a
roll to see if something happens during the rest. If the party is resting in a
perilous enviroment the odds are higher that something bad will happen.
Selecting guards or
attempting to camouflage the camp can help with the odds.
A long rest of at least 6
hours of uninterupted sleep gives you CON modifer * level back in hit points.
You can only regain hp through healing spells or potions otherwise. Taking a
long rest in an inn will allow you to use your hit die and these are
replenished after the long rest is succesfully completed. A long rest also clears
all levels of exhaustion. You can only take 1 long rest per day.
A short rest reduces
exhaustion levels by 1. This can only be done twice a day.
To reduce exhaustion the
character must have adaquate rations and cannot sleep in medium or heavy armor.
Staying awake without sleep
for more than 16 hours per day automatically gives 1 level of exhaustion from
fatigue. Exhaustion:
XP
Old school progression by
xp.
Dying
Getting reduced to 0 or -
hp will result in an instant death saving throw. Negative death saves stay with
the character until they succesfully complete a long rest. Getting a third
negative death save results in death.
To heal a dying character
the hitpoints must be at least 1 or more. That means if a character is reduced
to -10 hp, then the party must heal the character up to 1 hp, if not the
character who is dying must make a new death saving through even after being
stablized (successful medicine check outside of combat) every 1 hour.
Character creation
Multiclassing? No. Roll 6x3d6 to determine your stats and place them. Starting HP is your class hit die + your con modifier. Living costs are 1gp + your level per day.
Combat
D6 initiative rules (Mork
Borg inspired) Players roll 1d6. 1-3 monsters go first, 4-6 players go first.)
Players roll their initiative and that is the order in which they take their
turn throughout this combat encounter.
Flanking rules? Cinematic
advantage/disadvantage instead. “I jump onto the monsters back and whack it in
the face with my axe” (DC 12 <relevant skill> success = advantage on that
attack, failure = disadvantage).
Casting spells or bonus
action spells (not reaction spells) = Roll concentration with advantage check
(DC 10 + spell level) to see if the spell goes off. If not, then the spell
fizzles (not expended, but just lost the action).
Levelling up
Levelling up should signify
how the character grows both physically and mentally. Before applying the level
up effects, Roll a 1d20 for every stat. On a result higher than the current
unmodified stat, you gain +1 to that stat. If the roll is equal to or lower,
then you gain nothing.
The max stat is 20 (can be
raised by supernatural boons, magical equipment or tomes).
HP gain = roll, re-roll 1’s
, no con modifier when levelling up.
Levelling up costs the xp
amount in gold to signify training and learning new spells etc. (Yes,
it's expensive to be an adventurer!)
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