House Rules: Difference between revisions
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Part of the important bit in a Westmarches campaign is getting to where you want to go. When the party convenes, the first stage of the adventure will be travelling to the area you've selected to begin your exploration. | Part of the important bit in a Westmarches campaign is getting to where you want to go. When the party convenes, the first stage of the adventure will be travelling to the area you've selected to begin your exploration. | ||
A group can travel | A group can travel 3 hexes/watch on the DM's map. This can be pushed to 4 hexes at increased risk, or decreased to 2 hexes/watch if foraging (and the area is suitable for foraging) or he party wishes to set a slower pace. The DM will let you know how many days of travel the journey will take based on your choice of speed. A survival check will be made by a member of the party for each day of travel; this duty cannot be performed for more than one travel day in a row for each character (so at least two characters must alternate on this check). There is a chance of getting lost - but in getting lost, adventure can and will be found. | ||
==== Foraging: ==== | ==== Foraging: ==== | ||
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==== Food and Water: ==== | ==== Food and Water: ==== | ||
A character who runs out of food and water incurs one level of exhaustion per day travelled, if not foraging. Yes, it is possible to die of exposure! | A character who runs out of food and water incurs one level of exhaustion per day travelled, if not foraging. Yes, it is possible to die of exposure! | ||
==== Travel Actions: ==== | |||
{| class="wikitable" | |||
|+ | |||
!Action: | |||
!Description: | |||
|- | |||
|Notice Threats/Watch: | |||
|[A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their passive Wisdom (Perception) score to notice threats. If more than one party member performs this action, each checks individually.] | |||
|- | |||
|Search: | |||
|[A character can be searching for a specific object or location as the party travels, such as a cluster of ruins or rare kind of tree. A party member that is searching uses their passive Wisdom (Perception) score, against a DC determined by the GM.] | |||
|- | |||
|Navigate: | |||
|[A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make Wisdom (Survival) checks to navigate. A party member can assist the navigator, provided that they are proficient in Survival. | |||
When an adventurer can tell cardinal directions, such as a character with the Keen Mind or Explorer feats, they always have advantage made on Wisdom (Survival) checks made to navigate. | |||
Additionally, the Party must choose whether they're navigating by Landmark or by Direction each watch.] | |||
|- | |||
|Forage: | |||
|[A character can search for food, water, and other resources, potentially gathering useful supplies as they travel. They may only forage for one 'thing' per watch (food, water, or other item). | |||
Roll Wisdom(Survival) against the region DC; on a success, gain 1d6 + wisdom modifier Rations or Water, or DM's discretion on 'other object'.] | |||
|- | |||
|Track: | |||
|[A character can follow a trail or set of tracks while pursuing a creature or group of creatures. Generally speaking, a tracker fills the same role as a navigator would, and thus a party will not ever simultaneously need both.] | |||
|- | |||
|Draw a Map: | |||
|[A character can draw a map, helping the party be aware of their position. No check is required.] | |||
|} | |||
== Encumbrance == | == Encumbrance == |
Latest revision as of 23:54, 6 October 2022
There are a few unique 5e House Rules in play for Aria of Stars - those are indicated here.
Advanced Inspiration
Acquiring Inspiration:
Players and the GM may grant each other inspiration for exceptional roleplay, great moments, or inspired gameplay. This is done by general table approbation or by the GM calling out that inspiring moment.
Inspiration Pool:
Players may pool up to three points of inspiration.
Spending Inspiration:
Players may use inspiration for any of the following effects:
- To gain advantage on a die roll (must be spent prior to the roll)
- To impose disadvantage on an enemy roll (must be spent prior to the roll).
- To add to a scene.
This last bit requires a bit of explanation. The player may use inspiration to, with the agreement of the GM, add something to or change the scene. Need a bit of cover in that warehouse? Of course there are crates over there. Maybe the barrels the enemies are hiding behind are full of lamp oil. Maybe guards are just outside! Maybe you have an odd thing in your pack that makes sense for you to have, but isn't typical equipment despite being in-character.
This allows you to alter the scene to improve your odds or just make the story better. Add items, change the nature of those items, keep things moving or on their toes - it can't directly contravene what the GM's already established, but enables a sort of 'yes, and' improv for the scene in progress.
Battle Fatigue
In base 5e, dropping to 0 hit points has no real lasting problems - there’s no real downside beyond faceplanting for a turn or two as the healers rush to your side.
In an effort to make dropping to 0 hp have more meaning and represent a material danger:
- When a character drops to 0 hp and is dying and is then revived by spell or magical ability, That character gains one level of Exhaustion, which is removed by the usual means.
Exhaustion is additive; additional exhaustion levels have deleterious effects on a character - this is intended to replicate the repeated trauma of near-mortal injuries and the limitations of healing magic.
Note that this ruling does not include healing potions (which may be magic, but are not considered so for the sake of battle fatigue), healing and medicine checks, or stabilizing from death saving throws. It is to your advantage to stabilize someone before healing them, even if that's simply a Spare the Dying cantrip.
Flanking
Flanking is NOT being used in the LITD ruleset. To grant advantage to another player, you may use the Help action on your turn, or may choose to use inspiration to boost their roll.
Travel
Part of the important bit in a Westmarches campaign is getting to where you want to go. When the party convenes, the first stage of the adventure will be travelling to the area you've selected to begin your exploration.
A group can travel 3 hexes/watch on the DM's map. This can be pushed to 4 hexes at increased risk, or decreased to 2 hexes/watch if foraging (and the area is suitable for foraging) or he party wishes to set a slower pace. The DM will let you know how many days of travel the journey will take based on your choice of speed. A survival check will be made by a member of the party for each day of travel; this duty cannot be performed for more than one travel day in a row for each character (so at least two characters must alternate on this check). There is a chance of getting lost - but in getting lost, adventure can and will be found.
Foraging:
If the party chooses to forage, and the area is suitable for foraging (e.g. deserts or blasted lands may simply not have food and water to be found!), the characters will not consume food for each day of travel where the survival check succeeds against the DC established for the terrain type (See the DMG), regardless of all other outcomes.
Getting Lost:
As well as whatever interesting thing occurs when lost, characters will have to succeed on an appropriate check to rediscover their position. Certain feats do make it impossible to become lost if that character is in the party!
Food and Water:
A character who runs out of food and water incurs one level of exhaustion per day travelled, if not foraging. Yes, it is possible to die of exposure!
Travel Actions:
Action: | Description: |
---|---|
Notice Threats/Watch: | [A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their passive Wisdom (Perception) score to notice threats. If more than one party member performs this action, each checks individually.] |
Search: | [A character can be searching for a specific object or location as the party travels, such as a cluster of ruins or rare kind of tree. A party member that is searching uses their passive Wisdom (Perception) score, against a DC determined by the GM.] |
Navigate: | [A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make Wisdom (Survival) checks to navigate. A party member can assist the navigator, provided that they are proficient in Survival.
When an adventurer can tell cardinal directions, such as a character with the Keen Mind or Explorer feats, they always have advantage made on Wisdom (Survival) checks made to navigate. Additionally, the Party must choose whether they're navigating by Landmark or by Direction each watch.] |
Forage: | [A character can search for food, water, and other resources, potentially gathering useful supplies as they travel. They may only forage for one 'thing' per watch (food, water, or other item).
Roll Wisdom(Survival) against the region DC; on a success, gain 1d6 + wisdom modifier Rations or Water, or DM's discretion on 'other object'.] |
Track: | [A character can follow a trail or set of tracks while pursuing a creature or group of creatures. Generally speaking, a tracker fills the same role as a navigator would, and thus a party will not ever simultaneously need both.] |
Draw a Map: | [A character can draw a map, helping the party be aware of their position. No check is required.] |
Encumbrance
Unlike most modern campaigns, Encumbrance will be tracked; coin weights are considered for encumbrance in Aria of Stars. This is largely handled by the VTT, but it is imperative that you maintain your inventory and keep an eye on your weight. Remember, your journeys will be into wild lands with little chance of finding a merchant - what you have is what you have!
Game Sequence
Each game will follow roughly the same sequence, captured here as a reminder:
- Preparation: The characters can quickly buy what they need, true up character sheets, and prepare for the journey. This is a good time to talk through expectations, review materials and what you know, and establish party leadership and direction.
- Travel: The party journeys to their designated site for exploration - you go to the place you told me you wanted to visit.
- Aventure!: You explore that location to the limits of time available for the session.
- Disbursement: Treasure is divided and the party returns home.
All sessions end with the party returning (usually uneventfully!) to Landfall. If the party did not complete their venture, they may return in another session. Certain known landmarks, once uncovered, can become 'checkpoints' for a given dungeon/adventure/excursion.