The Secret History of the Fogotten Realms
Some of these may sound a bit dickish but they’re all carefully considered and designed to make the game fun for all involved. If it turns out that any of the rules are hindering the goal of us having a good time then that rule will be changed.
- During the session DM rulings will go unchallenged. I’m sure there will be disagreements at times but they need to be saved for a break in play. If it is something minor (did you account for range on that attack?) it’s fine, this is more meant to curtail arguments over judgement calls. If I make a mistake I’ll apologize and do my best to make it right but I don’t want the game to get slowed down to debate judgement.
- I and the other players will all appreciate it if everyone present gives the game their full attention. I.E. please do not do other stuff on your computer during the game.
- For hit points you can either roll or take average. If you decide to roll you will be allowed to re-roll a 1. If you decide to take average you must do so for at least two consecutive levels.
- During combat a player can make a “quick spot” as a free action once per round at -5 to take a look around. This will apply for determining distance for ranged attacks and spells (counting squares), for seeing how an enemy or ally is faring in combat, etc. This only applies to action happening more than 5 squares away.
- During combat, as a free action, a player can make a quick spot or heal check to determine how injured an enemy or ally is. The DC is 15 and increases by 1 for every 10 feet of distance.
- Do your best to refrain from telling another player what he/she should do during a combat situation. If the players want to take a second before beginning combat to discuss strategy that is fine as it would make sense for a group of people traveling and fighting together to have such discussions and it will encourage teamwork. I am all for that. What I don’t want is for a player or some players to dictate the actions of others.
- No talk of alignment or hit points. Ever.
- Use partial BABs when leveling your characters. Each level with a “poor” BAB progression is worth .5 and .75 for the “average” progression. The same goes for saving throw progression even though it will be a bit trickier.
- If you can’t say it in 6 seconds you can’t say it during a round of combat.
- If you are a spell caster who has to prepare spells ahead of time I would like you to have a list of your standard spells. That is, the spells you usually memorize for the day. I will have a copy of the list and, unless told otherwise, will assume it to be the list of spells you have memorized. Feel free to make more than one list, i.e. a list for dungeons, a list for when you know combat is coming, a list for when you’re in a city, a list for when you’re in the woods.
- Potions, in my world, are standardized. Meaning that all potions of cure light wounds look, smell and taste the same.
- Bonus experience will be given to whichever player updates the Adventure Log after a session.
- When using the feat Divine Metamagic you must be able to cast a spell of the appropriate level. For example, for a Cleric to cast a maximized Cure Moderate Wounds he/she would use 4 of their daily turn undead AND must have access to 5th level spells.
- Spontaneous casters who use metamagic feats must use a spell slot at the spells new level. For example an empowered scorching ray would use a 4th level spell slot. This is instead of needing a full round action to cast the spell.
- Skill Focus: Concentration can be taken in place of Combat Casting to meet the entry requirements for a prestige class.