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. Wizards can't Luck burn out of their horrid fumbles.
- We use deeds from Steel and Fury Combat Maneuvers of the Mighty, which includes rules for might fumbles and mighty criticals that I want to use.
- No more fleeting luck. The Newhonian 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.
- Theater of the mind combat. Use your movement to switch zones. We have narrative zones now. Narrative zones are cool.
- 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.
- Some effects may knock you to the bottom of the initiative.
- We're gonna try side initiative to encourage inter-PC talking. Since this RPG cares about how big the things you have in your hands are, and the fighters get an initiative bonus, I'll give a DC and everybody in the party has to with an initiative roll.
- Change your spell’s name to reflect its mercurial magic side effects. Would be nice if you rolled manifestations ahead of time too and added them as some flavor text in italics.
- Spells/Mercurials that are a pain to track are out. So bye, Felicia to Cloudkill, &t.
- Have a cool idea ready or I'll force you to roll at random on the spellburn chart if you are going to spellburn.
- Spellburn costs you a combat turn (your spell goes off a round late).
- 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. PbP to get the spells is a welcome idea.
- More players equals longer rounds, so the first five people to join the call are in. Others can watch like a twitch stream if they desire.
- Absent/watching players’ PCs cannot help out. They are kinda there, but all greyed out, and they will die too if there is a TPK unless they in game were established to be elsewhere.
- 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. On the other hand, a rejoining PC may be healed up to the party average too.
- 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 after completing a quest (next item).
- Level titles=Level up quests. As per this idea. Some quests will be appropriate as solo PBP ordeals.
Share good posts with good goblins. Claytonian at the gmails.

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