Generally, anything that is changed or modified that either details a deviation from standard Rules as Written (RAW) or explains something not generally used or covered in the rules.
Think of them like, "Yeah, but..." sort of explanations or situations. I don't have many, but I haven't encountered every rule usage/situation, so I do reserve the right to add to the list. But I haven't changed this list in years.
An archer, low on arrows, walks into a town or city. They don't say they buy arrows....they go back out into the forest and are out of arrows. Really?! I don't believe a professional ranger or what-have-you is going to walk into a town and pass up the chance to buy/replenish supplies.
Out in the field, you have a finite number of whatever you bought, but as long as you state it on the sheet, I believe you. 7 days of food rations, good, you can last 7 days before we worry.
I allow flanking.
So how do you flank? Have you and an enemy square off. Set yourself on the left and the enemy on the right. Now draw the line up-and-down between you two. You | Enemy.
If an ally is on the other side of the line from you, and you are within threatening distance, typically 5 feet, the target is considered flanked.
You | Enemy | Ally
What does this mean? This means advantage for the enemy's attackers.
So take advantage of party and enemy positioning!
You can use this as a Bonus action for that heroic feel.
"As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each hit die spent in this way, the player rolls the die and adds the character 's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll."
Each level you get 5 Hero Points plus 1/2 your level, rounded down of course. At level 1 you get 5, at level 2 you get 6, etc.
The only thing extra I do is take 1 at each new level. In trade, you get a max health die "roll" on your health dice. 1d8 health becomes 8 health as an example. Except for first level, that's automatically a max roll.
Do note:
How to use a Hero Point:
Scenario, hitting a target: You roll a 3, plus your 2 to hit, for a 5. This misses the enemy completely. Your friend is about to get walloped good. You can choose to spend a hero point here. That changes your situation: 3 + 2 to hit +20 (Hero Point dice value) for a total of 25 to hit. You can end up winning the fight and saving your friend by using that Hero Point there.
Scenario, damage dice: You have hit your target, you rolled your damage, say a fireball, and did 22 points of damage from 5d6 worth of dice. The enemy is stumbling about, but not quite dead. Go ahead and spend a Hero Point and add another die roll for a max value. So your 22 becomes 28 (22 + 6).
Spell schools have flavors. Some descriptions for casters and those using things like Detect Magic might include an, "It leaves a heavy, dirt-like taste on the tongue" to describe the type of magic you encountered.
Also, I've done away with Comprehend Languages. It's just too convenient and takes away finding a scholar or specialist. I don't find the idea of being able to understand anything you read or hear as intriguing as hunting down the last known speaker of the language or trying to locate the crazy professor who has studied the ancient texts for years.
You players are the heroes. You ever notice when you read books that your hero/heroine has a super nifty ability? Think of using your Hero Points (see above) to do something well beyond the normal capabilities of a person.
To help add some magical empowerment, but without needing to rob a dragon, I say that you are a being so awesome that in your adventures your awesomeness has the ability to transfer to a weapon or armor you possess. This means that at 3rd level, 6th, 9th, and so on, one item in your possession over that time gets a +1 added to it, to a maximum of +2. Now that sword you've been killing with at 3rd level can now be a +1 sword. Sorry, items you just bought or obtained need at least 3 levels of "learning" with you to be able to take advantage of this ability.
General guidelines:
If we have kids playing, all behavior will be at PG or less! We will be as age appropriate/safe as possible.
Otherwise, we should be adults or considered to have had playing be properly adult-approved. This means that we will cover topics, themes, situations, actions and activities that might land on the scale of harmless to "I don't like that." To that end, I provide the below guide to help lend an idea to what might come up:
First: No inappropriate topics or discussions. If the town you're in hates elves, then elf hate is thematically and game appropriate. If you find yourself hating Jim-Bob for playing an elf and ribbing him for it, that's not right. Please stop, or leave.
Language: We'll likely be rated R for language, or perhaps TV-MA. Avoid hate/triggering phrases and words. We're here to have fun, not word-police each other. Don't be that one person that gets asked to leave.
Adult themes and content: I won't have bathing or love scenes, we won't have bards romancing townsfolk all willy-nilly with details. Most things will be generic, fade-to-black type stuff. There will be themes of demons and devils, possession, good and evil, and associated things like that. See Mr. Giggles' picture over there. Yes, he's a real NPC, and yes his name is Mr. Giggles. He is, or was, a half-orc barbarian. But due to an unfortunate series of events, he ended up working for a main NPC I have, who ended up twisting Mr. Giggles' mind and his body. The result is that.
Violence: Yes, please. We definitely will have violence. Some sessions may sport more talk than rolling and smashing, but I mix it up. And you can always talk your way out of a fight, unless you can't, or you fail a roll. But try!
If anything makes you uncomfortable, mention it before, after, or during. If we're online, send a DM, if we're in person, pass a note, send a text, roll your eyes, just do something to let me know.
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