I've gotten a little burned out. These are rules to keep it brisk and me sane when the table is digital and the dice are ones and zeroes. I'd just use some older house-rules, but now we are locked into the Roll20 commercial package and so have to really think about how those sheets run. Foolish player payed a pretty penny to give it to me.
- No Luck-burning out of fumbles, except the thing where warriors may luck-burn out of a combat bumble.
- No more fleeting luck. The gravy-train has stopped. None of my burning HP like luck house-rule survives either.
- If you lay on hands and a foe is nearby (i.e. was engaged in combat with your ally a moment ago), they are going to get a free swipe on you as you bend down to be all helpful to your friend.
- Theatre of the mind combat. Use your movement to switch zones. We have narrative zones now.
- I’m going to try not showing maps anymore. I may illustrate tricky devices and such. If you find you suck at paying attention—hello fellow ADHDers—try drawing things that are happening in the game on paper at home, including your version of the map.
- Please don’t share screenshots of your maps. Everybody just get in the game and pay attention.
- Make sure you have the weapon you want to use in the first round is equipped on the sheet before rolling initiative. Torch and shield-bearers can't use two-handed weapons.
- We are going to roll initiative at the beginning of combat just once and keep that. Some effects may knock you to the bottom of the initiative.
- We will need to select our minis to use the initiative tracker, but we are not entering battle-map mode.
- Change your spell’s name to reflect its mercurial magic side effects. Would be nice if your rolled manifestations ahead of time too.
- Spells that are a pain to track are out. So bye, Felicia to Bless, Cloudkill, &t.
- Roll at random on the spellburn chart if you are going to spellburn. You drop to the bottom of the initiative as you perform the spellburn action, and any damage you take before then retards you a round.
- No Luck-burning into higher spell results; fuuuuck, that slows the game down. You can Luck-burn your way out of forgetting and into the barest success result.
- We’ll be questing for new spells. So no auto-adds on level up.
- More players equals longer rounds, so first five people to join the call are in.
- Absent players’ PCs cannot help out. They are kinda there, but all greyed out, and they will die too if there is a TPK.
- If a player comes back after an absence and the other PCs are down some HP, they will be too; average the losses and make them suffer too. Can’t go lower than 1HP this way.
- If you are like sleepy with influenza, skip the session. Give the seat up; we got many potentials that want a shot.
- If you join a session, participate, and stay till the end, you get an adventure credit. Spend credits equal to a level to earn it.
Share good posts with good goblins. Claytonian at the gmails.

