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Post by Kai Wren on Nov 26, 2019 13:27:07 GMT
House Rules
Here we shall catalogue the official House Rules of Waterdeep!
1) No encumbrance - GMs are free to impose reasonable limits within their threads; please don't abuse this leniancy, but we're not interested in tracking the weight of items in a realistic fashion.
You are also free to assume that you have any mundane equipment of a value less than 5gp. These items do not need to be noted on your character sheet or during approval. Please be reasonable with this.
2) No evil player characters - PCs may not have evil alignments or agenda.
3) You may sell back gear at chargen. This makes the preset packs almost always better than trying to roll for starting GP. If you want to roll for it anyway, though, let us know and we will arrange such.
4) We dont' do roll-for-HP here; it is just much easier to work on an average basis, so all PCs will take the average for their level.
5) Rangers may select 'Urban' as an allowable terrain type for Natural Explorer. This is allowed in light of Waterdeep's heavily urban environment.
6) Improved Pact Weapon now reads: You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be any weapon with which you have proficiency.
This is in order to allow a broader range of warlock weapon builds.
Please note that you are free to institute other house rules on a thread by thread basis when you are GMing them; just make sure you present them all up front so nobody is surprised!
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Post by Kai Wren on Apr 28, 2020 19:48:47 GMT
Death
Death is entirely driven by player consent. Your character may never be taken away from you without your explicit consent as a player. If your character dies during an adventure thread, and you do not wish to lose them, you may instead choose to survive the thread in some suitably heroic, dramatic or lucky fashion and instead take only 50% of the reward due for the thread.
Death is also, however, an integral part of the roleplaying experience and something which we encourage players to engage with when it is narratively appropriate and rewarding to do so.
If your character dies during play, there are several options available to return to life.
All ways of resurrection noted in the core D&D books are available.
If the character's body can be returned to Waterdeep, they may be returned to life for 1000gp. This is multiplied by the number of times the character has died.
If the character's body cannot be returned to Waterdeep, they may be returned to life for 5000gp. This is also multiplied by the number of times the character has died.
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Post by Kai Wren on Apr 28, 2020 19:51:04 GMT
Respeccing and Retirement
D&D is a game which rewards tinkering with character builds. Sometimes a character's capabilities ought to change due to narrative developments, and sometimes you get tired of a character and wish to start over.
A character may be respecced once every 30 days. This does not cost anything and you may change anything about the character you wish mechanically.
If you wish to start an entirely new character, simply complete a character application and state that you are retiring an existing character. You may then rebuild the character with the same XP and gold total as your retiring character. Any magic items may be swapped for magic items of equivalent value. Any leftover gold is returned to you.
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Post by Kai Wren on Apr 28, 2020 20:25:37 GMT
Magical Materials
Magical materials may confer unique properties to items. These are purchased or crafted as standard items and increase the gold cost of magic items crafted from them.
Adamantine: This ultrahard metal adds to the quality of a weapon or suit of armour. Armour made from adamantine negates critical hits. Weapons made from Adamantine may not be Sundered. Ammunition made from Adamantine may always be recovered. Adamantine costs +500gp to add to weapons or armour and +5gp for each piece of ammunition.
Cold Iron: Weapons and armour forged from cold iron are known for their effectiveness against the Fae. A character wearing Cold Iron armour gains Advantage on all checks to resist Fae enchantment. Cold Iron weapons commonly negate Fae damage resistances. Unfortunately their crude nature means that they deal 1 die type less of damage (to a minimum of d4) and provide 1 fewer points of AC compared to their standard counterparts. Cold Iron weapons and armour cost +1000gp above the norm due to the skill of the smith required to make them in a useful fashion. Cold iron ammunition adds +10gp for each piece.
Darkwood: An incredibly light and tough wood. Arrows made from Darkwood add an extra 50ft to their short and long rangebands and may always be recovered. Shields made from Darkwood do not suffer an encumberance penalty. Darkwood adds +10gp to the cost of ammunition and +500gp to the cost of a shield.
Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. Dragonhide Armour provides 5 points of the appropriate Elemental resistance and never imposes a penalty on stealth. It also provided advantage on charisma checks to impress common folk, and disadvantage on all charisma checks involving Dragonborn or Dragons. Dragonhide adds 10,000gp to the cost of armour.
Mithril: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. Mithral ammunition may be used out to its maximum rangeband with no penalty. Mithral weapons may be wielded by Small characters at no penalty. Mithral armour does not have a strength requirement. Mithral ammunition costs +10gp per piece. Mithral weapons cost +500gp. Mithral armour costs +1000gp.
Silver, Gold etc: A weapon may be lined with rare materials to overcome specific damage resistance types. This process costs +250gp per weapon and confers no other property. It may also be added to armour to look more impressive at a cost of +500gp.
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Post by Kai Wren on Apr 28, 2020 20:47:20 GMT
ShoppingMundane equipment may be purchased at book price. Please consolidate your requests, though there is no limit to the amount of mundane gear which may be purchased in one transaction. You do not need to note gear of a value less than 5gp on your character sheet. Magical items are available here: docs.google.com/spreadsheets/d/1OG7UsbsjNFX4zVkDORiem1ySUGYrhu-wrTRnGEk4jgc/edit?usp=sharingWhere there is a DMPG price, use the value in that column. If there is no DMPG price but there is a Sane price, use the value in that column. If there is no price in either DMPG or Sane, make a request and this will be priced for you by staff. Please note that the base cost of armour and weapons are not included in the +1-+3 pricing - if you already have the weapon or armour you can just spend the additional magic item cost to enchant it. Similarly, when upgrading one item to another of the same price, you only need to pay the difference. Each character may purchase one magic item per week. Unique 'magical tools' exist which provide Proficiency in a mundane tool set or language for 500gp x the number of tools and languages bought this way. (e.g. 500 for the first, 1000 for the second, 1500 for the third etc.)
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