Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Aug 28, 2018

OneNote dump from my current podcast

Podcast located here.

GMbinder here.

Inspiration:

Ways to use your inspiration:

  • reroll (not advantage, just reroll) any roll (even mine!)
  • add a flat 5 to the roll
  • take an extra action
  • Auto Stablize
  • "If only..." (I had a 1 more spell slot, bought this, grabbed that, etc
  • Spend for 50 xp (10xlevel?)
  • You can use it to have retroactively planned or done something _plausible_ offscreen (brought a specific tool, told someone something, etc) but you have to act it out.
  • You can use it to introduce a plot connection with a character that's plausible. ("Wait, is that guard Murray the Guard? We went to school together.")
  • Regain one  short rest ability


Gaining inspiration:

  • RP a flaw
  • doing nothing during downtime (not investigate, work, or train)
  • They gain inspiration if they press through multiple encounters without a long rest (after 2).
  • Reminding me of something not in their favor, like that I haven't used the boss's Lair Action this turn.

Travel:


Days travel adds to DC
Region adds to DC
Easy
 City
Moderate
 Borderlands
Hard
Wildlands

8 successes/ 3 failures
Each failure means roll on the table

d12

1
1 per level worth of abilities (2nd level 2 spells/abilities)
2
+1 Exhaustion
3-4
Encounter (2nd or third means harder encounter)
5
Lose level/2 hit dice
6-8
Lose 2*PCs pieces of equipment (bolts/arrows etc count as sold)
9-11
Lost add 1 day per level
12
Lose 1 from attribute used until long rest