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Thread: Rule Set and House Rules for D&D PbP

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    Default Rule Set and House Rules for D&D PbP

    RULES SET
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    1. We will primarily play using Dungeons and Dragons, fourth edition rules.
    2. In general, I wish to stick close to the rules as they are written, but there will be exceptions:
    3. We will utilize some material from 13th Age, which is largely compatible with fourth edition D&D.
    4. House rules for the D&D PbP game will be listed in this thread.
    5. I will try, but not always succeed, to inform players of any significant changes I make to the rules.
      • I'll be the arbiter of what counts as "significant," but I will listen to your feedback.
      • EXCEPTION 1: Monsters may be altered significantly, and will be used without advance notice.
      • EXCEPTION 2: The titles of powers, feats, classes, and so on, may be changed.

    6. The rulebooks currently used [subject to updates from time to time] are listed below. Some rulebooks may not be fully used; details will vary between the different adventure settings.
      • Player's Handbook
      • Player's Handbook 2
      • Player's Handbook 3
      • Dungeon Master's Guide
      • Dungeon Master's Guide 2
      • Monster Manual
      • Monster Manual 2
      • Monster Manual 3
      • Adventurer's Vault
      • Adventurer's Vault 2
      • Arcane Power
      • Divine Power
      • Martial Power
      • Martial Power 2
      • Primal Power
      • Heroes of the Fallen Lands
      • Heroes of the Feywild
      • Heroes of the Forgotten Kingdoms
      • Heroes of Shadow
      • Dark Sun Creature Catalog
      • Eberron Campaign Guide
      • Eberron Player's Guide
      • The Book of Vile Darkness
      • Demonomicon
      • Draconomicon - Chromatic Dragons
      • Draconomicon - Metallic Dragons
      • Manual of the Planes
      • Open Grave
      • The Plane Above: Secrets of the Astral Sea
      • The Plane Below: Secrets of the Elemental Chaos
      • Underdark
      • Dragon Magazine Annual
      • 13th Age

    7. I try to use WOTC's most current set of rule updates for the fourth edition, and consider them "in-play" as soon as they are released. Specific exceptions will be noted in this thread. Currently, the May 2012 Rules Update is in use, and as D&D has moved into its fifth edition, further rules updates are no longer expected. As of March 2017, a link to the updated rules can be found here: http://media.wizards.com/2014/downlo...dErrataFAQ.zip
    8. Material outside of those rulebooks and official updates will not be accepted, except that which I determine to use, personally. In other words, don't expect me to readily agree to use any inclusions from various sites or even other official D&D material.
    9. I may add additional rulebooks to those in use at any point during the campaign. I will make the determination as to how much, if any, player characters can benefit from new additions. I will attempt to make a timely announcement when a new rulebook is added, but player-oriented content will have a higher priority than DM-oriented content when it comes to announcing additions.


    PLAYER CHARACTER RESOURCES

    1. Players must have access to the fourth edition D&D Player's Handbook or the D&D Essentials player's manuals Heroes of the Fallen Lands and/or Heroes of the Forgotten Kingdoms. I don't care and am not curious what form this takes, but it must be the complete Player's Handbook 1 or Heroes of the Fallen Lands rules with proper page indexing. I expect and my default assumption is that this is a legitimate copy. I do not wish to hear otherwise, because once I have that knowledge, I have a responsibility to act on it.
    2. Players are not required to have access to any other rulebook. [However, see Character Creation item #3.]
    3. Players will not be penalized for demonstrating knowledge from other rulebooks, including the Dungeon Master's Guide or the Monster Manual. Player advice will be welcomed, but player knowledge will not trump my rulings.
    4. A player may use any allowed race, class, build, or power combination,provided the player has access to the complete rules for them. The complete rules mean more than just the mechanical information, and include the full description of the rule in question, such as specific limitations on feats or the alignment restrictions for divine classes based on their deities. I realize there are some issues of fairness here, but my rationale is that a deva invoker should not be any more powerful than, say, an elven ranger. Therefore, players who only have access to the Player's Handbook are not at a disadvantage.
      1. If you wish more options, you must have access to the appropriate material. In essence, players must have complete access to the information of any ability they seek to incorporate into their characters.
      2. Using such online aids as D&D Insider is acceptable, but the information must be available in full, not as just a summary, and readily accessible to the player.
      3. As with Player Character Resources item #1 (access to Player's Handbook 1 or Heroes of the Fallen Lands) I expect and my default assumption is that player access takes some kind of legitimate form and I do not with to hear otherwise.
      4. COROLLARY 1: Players who wish to replace the Ritual Casting feat with Alchemy must have access to the Adventurer's Vault.
      5. EXCEPTION 1: Players may use any of the mundane equipment presented in Adventurer's Vault without needing access to the rulebook. I will present a list of allowed and affordable equipment upon request. Mundane equipment from other sources, such as the Heroes of the Feywild book, will require access to the rules in question.
      6. EXCEPTION 2: All players should make use of the special Character Background rules from the Player's Handbook 2. A summary of those rules is given in the Player Character Background Option, below. Please remember that you are not limited to the list of backgrounds presented in any rulebook, so you should never choose a background just for the "allowed" skills.



    CHARACTER CREATION AND PLAY

    1. Characters will be created using Method 1 or Method 2 (player's choice) from the Player's Handbook.
    2. Race, class, build, and power limitations are noted here:
      1. Races are limited to those described in the Player's Handbook and Player's Handbook 2.
      2. Classes are limited to those described in the Player's Handbook, Player's Handbook 2, and the alternate versions of those classes described in Heroes of the Fallen Lands. Rune Priests and Seekers from Player's Handbook 3 are permitted. Artificers from the Eberron Player's Guide are permitted.
      3. Builds, powers, feats, and so on based on classes or races that aren't permitted are similarly not permitted.

    3. Characters may be Good, Lawful Good, or Unaligned. Evil and Chaotic Evil characters will not be allowed. My interpretation of alignments is thus: alignments represent a contract between the player and the Dungeon Master concerning how the character in question will be run.
      1. At a minimum, Lawful Good characters actively support the benevolent and just aspects of society and civilization, and work to the benefit of populations of sentient beings who are legitimate members of those societies and civilizations.
      2. At a minimum, Good characters work to the benefit of populations of sentient beings who do not espouse repugnant values or engage in harmful behaviors. They are nominal members of societies and civilizations, provided such entities are not oppressive or malevolent.
      3. Most unaligned characters are nominal members of societies and civilizations, provided such entities are not oppressive or malevolent. At a minimum, they will not willingly work to the detriment of populations of sentient beings who do not espouse repugnant values or engage in harmful behaviors.
      4. Alignments follow a principle I call "one act of evil." That is to say, good actions and evil actions are not weighted equally; one evil action can be enough to overwhelm all good actions up to that point, depending on the nature of the act. A simple example follows: a healer who has tirelessly and heroically saved countless lives poisons one patient because that patient expressed an interest in a fruit the healer finds revolting. Regardless of considerations of the healer's sanity, that one act is sufficient to label the healer as chaotic evil: evil, for harming an undeserving person, and chaotic for having a motivation that defies the rational norms of society.
      5. Lesser evil acts do not necessarily result in an immediate change of alignment, but it remains the case that evil acts are considered to have a much greater impact than any store of good acts.
      6. Evil characters are not irredeemable, but they must consciously reject the reasoning that led them to evil in the first place before any subsequent actions can be considered to have an effect on their alignment.
      7. The in-game consequences of an alignment shift may vary, but the issue is one between myself and the player and may be resolved in the context of player participation. If the alignment shift was caused by understandable, and on some level, sympathetic, in-game circumstances, that is nowhere near the same as one which comes about by a breach of trust in terms of how I expect PCs to conduct themselves.
      8. These guidelines are not intended to be laws that are picked over word-for-word. Where possible, common sense must prevail in their execution and interpretation.

    4. Deities in PbP campaign are as listed in the Player's Handbook. Non-divine characters do not need a patron deity, but may choose one (or more) anyway. Divine characters must have a patron deity who is Good, Lawful Good, or Unaligned, and whose alignment is compatible with the character's according to the rules for that character's class. The specifics of religion will vary depending on the game. There may be in-game repercussions to certain selections, and these will be discussed in its appropriate thread.
    5. Equipment may be purchased according to the normal rules, but coinage and currency will also be discussed in its appropriate thread.
    6. Your character must be able to functionally work with the other characters, just as you must be able to cooperate with the other players. Please keep that in mind as you develop your character's background.
    7. Your character is a hero, or is about to become one. This is not a story about the cook, the woodcarver, and the diplomat, unless they are also the rogue, the shaman, and the warlord. In particular, when the party is beset by zombies on the shores of the Haunted Lake, for instance, you need to be able to hold your own.
    8. As your character makes his or her way in each setting, they must be able to function in a variety of environments, just as an adventurer needs to be able to deal with a variety of dungeons. A character who cannot show their face in a city, or one who must automatically commit an execution-worthy offense in a magnate's hall, may not be usable from the start. Even a tribesman from the remotest mountain village should be assumed to have enough common sense and have heard enough vague stories about the world at large to keep their head out of the hangman's noose during the course of a dinner with the local aristocrat, if the player allows it to be the case.
    9. Do not lift an existing character wholesale. Even if drow were allowed in the campaign, a drow ranger named Drizzt would not be. I don't mind characters that are homages to existing characters, but woe betide the player who sneaks an exact replica past me, if I come to find out about it later.
    10. Be as creative or as straightforward as you wish in developing your character's background. Imagination may be rewarded. Doing it "by the book" will not be punished. However, be prepared to come to a consensus with me concerning how your character fits into this world. There are certain constraints that must be observed, and I will try to list the major ones below. However, I will make a sincere effort to accommodate your desires. If, in the end, we cannot agree and you go elsewhere, it will be my loss.


    PARTY CONSTRUCTION

    1. I will gladly accommodate unbalanced parties. If everyone chooses to play a half-orc warden, so be it. In one of the better campaigns I played in, the party consisted entirely of human fighters, through no reason other than coincidence. No matter what else may happen, that will at least give us something to talk about.
    2. In contrast to item #1 above, I have no objection if players wish to make their characters with an eye to characters already developed. To that end, players may freely look up the race and class, but not the alignment, of any already-made character.


    CHARACTERS WHO HAVE LOST THEIR PLAYERS


    1. If you leave the game, I will retain the use of any characters you have submitted to me. While the character is of course yours, their existence in the game world is mine. At my discretion, I may give them to other players to run, use them as NPCs, or dispose of them. As a matter of general courtesy and simple maturity, I will never use a player's character to somehow "get back at" a player who is no longer in my game.


    CHARACTER SHEETS


    1. I will be tracking changes for my own records, but players are responsible for keeping track of changes to their characters. This is particularly true for treasure obtained, but also applies to expended items, physical load, and level advancement.
    2. Players are responsible for supplying me with reasonably up-to-date copies of their character sheets. At a minimum, a new and complete character sheet should be presented every time a character gains a level of experience. Simply noting the differential changes to a character's abilities is insufficient.
    3. While players may store character records for their own use through any means they wish, character sheets should be supplied to me in a form that can be stored without requiring Internet usage. In other words, they should be provided in a text or pdf format.
    4. Character sheets should be complete, containing information such as languages spoken and physical load carried.
    5. A reference should be provided, noting, at a minimum, the rulebook where each of the character's powers, feats, magic items, features, and other specifics comes from. Rulebook and page number would be preferred. It should be expected that there will be occasions when the original player is not available to play the character, so in addition to helping me, this information and that in point 3 above should be provided with an eye to making it easy for another player to run the character when needed.


    THE PLAYER CHARACTER BACKGROUND OPTION
    1. When you decide on your character's background, consider any worthwhile aspects of your character's birth, homeland, social class, childhood, occupation, or heritage. You may go as in-depth as you want.
    2. Regardless of how complex your character's background is, the character will gain exactly one benefit. The benefit must be tied to an aspect of the character's background, but it need not be tied to the most prominent one.
    3. In terms of game rules, the benefit will take one of three forms:
      1. A +2 bonus to checks associated with a particular skill.
      2. One additional skill added to the list of skills a character can potentially be trained in. (However, the character may still only gain training in the same number of skills as determined by race, class, and feats.)
      3. The ability to fluently speak, read, and write one additional language.



    Here are some simple examples:

    • You come from the northern tundra, where life is a constant struggle against the elements. Gain +2 to Endurance checks.
    • You are the dispossessed firstborn of one of the great Aucothian magnates. Your adolescence was fraught with intrigues between you, your siblings, and sycophants to the family. Add Insight to your list of trainable skills.
    • An orphan of another race abandoned at birth, you were raised in a dragonborn sept village. Gain fluency in Draconic.
    • As a tiefling, you traveled from the distant Realm of Erathis to try to earn your place among the Bone Lancers. You failed, but learned to play on people's assumptions that you are part of the Aucothian elite. Add Bluff to your list of trainable skills.
    • You served in a mixed-race mercenary company before setting out as an adventurer. You are no stranger to working side-by-side with bugbears, dwarves, orcs, and stranger beings. Gain fluency in Giant.
    • During your childhood, you liked nothing better than to listen to the tales spun by the wandering storytellers of the heroes who made Aucothia great. Gain +2 to History checks.
    Last edited by Umiushi; 12-05-2017 at 07:37 AM. Reason: adding hyperlink for rules update

  2. #2
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    Default Attack and Defense Bonus Option

    Extra Attack and Defense Bonuses

    • Defensive Bonuses
      • All characters gain a +1 enhancement bonus to Armor Class. As a special exception to the non-stacking bonus rule, this will stack with another +1 enhancement bonus for a total of +2. It will not stack with a +2 or higher enhancement bonus.
      • Characters may choose one of the following additional benefits:
        • a +2 enhancement bonus to Armor Class instead of +1
        • a +1 enhancement bonus to Fortitude, Reflexes, and Willpower
        • the Great Fortitude feat (a +2 feat bonus to Fortitude)
        • the Improved Defenses feat (a +1 feat bonus to Fortitude, Reflexes, and Willpower)
        • the Iron Will feat (a +2 feat bonus to Willpower)
        • the Lightning Reflexes feat (a +2 feat bonus to Reflexes)


    • Attack Bonus
      • Characters may choose one of the following benefits:
        • a +1 enhancement bonus to all attacks
        • a +1 feat bonus to all attacks
        • any single one of the "Expertise" feats from Heroes of the Fallen Lands or the other included rulebooks that provides a +1 feat bonus as well as an additional benefit to the use of a single type of implement or weapon class (This will be explained if you do not posess the appropriate rulebook.)
        • the Master of Arms feat (gain a +1 feat bonus to all weapon-based attacks and the ability to stow a weapon and retrieve a new weapon using a single minor action)


    Free Retraining
    Player characters can change the bonuses they select each time they gain a level of experience. They may change any number of bonuses to any combination they see fit from each list at this time as long as all the restrictions are still followed.

    If a selected bonus overlaps a feat that the character currently possesses, the character may freely retrain that feat to another allowed feat. This free retraining does not count against the retraining a character is allowed at each level of experience.

    Notes on Stacking
    Bonuses of the same type do not normally stack. If you character is using an item with a +2 enhancement bonus, and applies a +1 enhancement to the item, the result is an item with a total enhancement bonus of +2, not +3. If your character has a +1 feat bonus on a certain attack or defense, and gains a +2 feat bonus to the same attack or defense, the result is a +2 feat bonus to that attack or defense. If a bonus of the same type is meant to stack, that exception was explicitly stated in the list above.

    Bonuses of different types do stack. If a character with the Lightning Reflexes feat (feat bonus of +2 at the Heroic tier) is wearing a light shield (shield bonus +1 to AC and Reflexes) and an Amulet of Protection +1 (enhancement bonus +1), this will result in their Reflexes improving by a total of +4 apart from any other types of bonuses they might enjoy.

    Enhancement Bonuses Do Not Make Items Magical
    An enhancement bonus is usually shorthand for a magical bonus applied to an item. However, it is not strictly the case. A character's enhancement bonus may be non-magical, or it may have to do with some inherent magic the character manifests. I'll leave the details for the players to define for their characters.

    What this means is that an item with an enhancement bonus applied to it is not otherwise treated as a magical item. The most obvious situation where this matters is in the case of thrown weapons. A thrown weapon will not automatically return to a character's hand just because it has an enhancement bonus.

    Attack Rolls Only: No Damage Bonuses
    All attack bonuses listed here apply only to the attack rolls a character makes. Do not apply any of these bonuses to damage rolls.

  3. #3
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    Default Recovery Saving Throw for Unconscious Characters

    PCs who are defeated by non-lethal damage are allowed to make a special saving throw on their turn each round, as long as they still have healing surges. This saving throw is called a "Recovery Save" and is based on the Death Saving Throw that dying characters are allowed.

    Unlike a normal saving throw, this saving throw only succeeds on an adjusted result of 20 or higher. On a success, the character may immediately spend a healing surge to restore their surge value's worth of hit points and regain consciousness. The character remains prone. NPCs do not normally roll Death Saves or Recovery Saves; when and whether they recover or not is in the hands of the DM. Conditions that provide bonuses or penalties to a death save will usually provide the same adjustments to a recovery save.

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    Default Character Creation Specifics for Panic in Lonely Places

    (Important Notice as of December 4, 2017 - at the time of this edit, the site is not believed to be secure: multiple browsing platforms report tracking attempts and potentially insecure logins. Everyone, but especially new players who are also new to the site, is urged to be very circumspect about information revealed here. Since this particular game is being conducted in a public forum, the security of the game itself is not a concern, but the security of logins and any personal user information is.)
    This information was copied from the recruiting thread for Panic in Lonely Places.

    Panic in Lonely Places is the title of the next adventure in the Unquiet Lands campaign. It is the sequel to the adventure Worm Delve, and it's the fourth adventure in the campaign as a whole. The adventure is a straightforward quest to secure passage into Faerie. It begins in the mortal world, in the town of Byswell, near the headwaters of the mighty Yu river, which flows halfway across Aucothia before draining into the sea.

    If the party size exceeds six, I will accept players based on the order I receive viable character sheets from them. Excess players will be placed on a waiting list and will be notified if more openings appear later. Players will join at (the party's current level.), will gain about one experience level per encounter, and can expect to end the quest around level 13.

    New players are welcome. All players must have full access to the complete rules found in either the fourth edition D&D Player's Handbook, Heroes of the Fallen Lands, or Heroes of the Forgotten Kingdoms, including page numbers. I don't care if player characters aren't good at adventuring, aren't good at combat, or aren't good at role-playing, but I do expect all players to be proficient at social communication: getting along with other players, getting along with the DM, communicating clearly, communicating in a timely fashion, and giving notice of upcoming absences when possible.

    This is the sole play-by-post game I am running or participating in. I also run two Maptools games, one every other Saturday, and the other on alternating Sundays. I have maintained this load of two chat games and one play-by-post game for well over five years, though I only moved over to the Tangled Web about a year ago.

    If you are interested in joining this campaign, please (contact me through the Unquiet Lands forum expressing your interest; private messages require friend requests,) telling me a bit about your experience and current involvement with role-playing games, and asking any questions you might have. You may also post further inquiries on this thread, or here: http://www.thetangledweb.net/forums/...ral-Discussion

    Character Creation Specifics for Panic in Lonely Places
    If you are revising your PC after the fight with the Diretis, the level 8 information applies, even though your character is now level 9. Messages in blue text don't apply to your character.

    This link should provide general information relevant to character creation: http://www.thetangledweb.net/forums/...or-D-amp-D-PbP

    Please note that any point in italics only applied to the beginning of the adventure and is updated for characters joining later. Blue material applies to material that is valid for newly-joining players as of December 4 2017, but may become out of date after several weeks.

    • Your character needs to have One Unique Thing as per 13th Age. In other words, your character has a special feature different from all others. Your character's unique treat is subject to the DM's approval and should start being discussed when you present your character concept. If a character's One Unique Thing implies certain combat abilities or has an effect on the game mechanics, it is the player's responsibility to arrange to have the appropriate powers; it is not a free pass.
    • Your character begins at level 8. (Currently, new characters begin at level 10.)
    • You character starts with 2600 gp of starting funds to be used for purchasing your character's equipment, including magic items, alchemical items, ritual, and so on. Other than a set of simple clothing, your character is not assumed to be carrying what you have not purchased. (Currently, new characters start with 4200 gp worth of starting funds.)
    • The maximum level of any item you purchase is 15.
    • In addition, you character may start with up to three free magic items.
      • one item up to level 9
      • one item up to level 8
      • one item up to level 7 (New characters start with three items: an item equal to your level, an item one level above yours, and an item one level below your level.)
    • Free magic items cannot be "combined" into a higher-level item. If you want a magic item of lower level than the maximum allowed, you may take it, but you do not get any "refund" or "change" out of voluntarily lowering the level of one of your items.
    • You may trade a free magic item for one-fifth of its listed value.
    • No more than 170 gp worth of residuum may be purchased by a player character. Other ritual components may be freely bought. (Currently, new characters may purchase up to 210 gp worth of residuum.)
    • Foreign Exchange
      • Any funds left over from your purchases will be converted into the local, Aucothian currency. Be aware that Aucothia primarily uses silver currency, so 1 gp is going to become an Aucothian silver stater, with the same purchasing power as one gold piece.
      • Please note: as above, your character starts in the Aucothian Empire using Aucothian currency. Now while this adventure itself will be set in Aucothia, if you succeed at it and you intend for your character to stick around for the next adventure, they may not find the coins they have on hand to be all that useful. Therefore, either be a little cautious about how much money your character is lugging around, or don't get too attached to it. I will communicate the specifics of Aucothian currency to players involved in the character creation process.
    • If you buy a mount, remember that there is no general requirement for all members of the party to have mounts. (Currently, the party is riding mule drakes. A mule drake may be purchased for 300 gp.)
    • It is my expectation that players properly maintain their character sheets, including equipment and load. I do require a copy of every player's character sheet, at every level of experience.
    • Your character doesn't know how to get to Faerie, but wants to travel there. Why is that?
      • Seeking passage to Faerie is the central point of this adventure. If a character has no reason to go there, they have no need to be in this adventure. It doesn't have to be a direct reason; they may not be interested in Faerie themselves, but something is pushing or pulling them to travel there, specifically. It does have to be a conscious reason, though: the adventure starts with characters already motivated to find the route to this land. Therefore, at some point during the character creation process, this question must be satisfactorily answered.
      • Related to this, there may exist some magic items and powers that allow a character to travel to Faerie, or to different planes in general, that are possible to acquire at your starting level. These are not allowed as part of your character's starting abilities or equipment; or if they are allowed, there must be a reason why they cannot work (and hopefully a reason why a player would spend resources to acquire something that will not work). Clearly, a character with such capabilities who wished to be in Faerie would already be there.

    Last edited by Umiushi; 12-05-2017 at 07:38 AM.

  5. #5
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    Default Treasure, Time, and the Notification of a Search (Informal)

    This post memorializes my general guidance concerning searching for treasure. It is current as of the adventure Panic in Lonely Places.

    While I do try to assume that party members will be inclined to inventory the possessions of their defeated foes, circumstances permitting, extensive searches for treasure (such as trying to retrace the path of a group of enemies back to their lair or base camp, or turning up the floor boards in a room) need to be initiated by the party and usually paired with a Perception check. Specific narrative details aren't needed: you don't have to state you're going for the floor boards; that can be handled by your Perception roll. Broad details are required, such as if the party is in fact willing to spend half a day or more trying to find a wandering monster's lair. Often at a minimum, I need to know how long the party is willing to stick with their task before moving on.

    A rough guide to how I handle this takes into account how long the activity is expected to last:
    1. About five minutes (a short rest or less) - this could be automatic. (Spotting unconcealed treasure in a room; searching a fallen enemy's belongings.)
    2. 5-60 minutes - this should be announced and paired with a Perception check (searching a room; looking for intentionally hidden items on a body)
    3. Over an hour - this has a high potential to turn into an encounter in its own right and the players should at least describe the broad details of their plans. (searching for a wilderness lair; looking for general clues in a wizard's library)


    In situations where there is no danger and no time constraint, I may allow searches to be made using your Passive Perception +10, without the need for a roll. I would still need the party to initiate and announce such a thorough search, and also probably to specify how much time to spend on it.

    In terms of finding what you're looking for, when it comes to treasure, most searches are going to succeed, as long as they are announced to happen and the party has sufficient time to conduct the search.

  6. #6
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    Default Minor Rule Changes for Falling

    I was paging through the Rules Compendium and found some rules to be different from what I had recalled, and a few others had been outright changed and then not put into the Rules Update. I'm going to deal with some relevant ones below.

    Catching Oneself from a Fall
    Instead of a saving throw, it's now a free action to make another athletics check with a DC of 5 higher than the original climbing DC.

    I'm choosing to make this optional, which can benefit characters with high Athletics, but taking the saving throw will remain available for everyone else.

    Hovering and Falling
    It seems that hovering only protects a creature from falling while stunned; not from falling due to being knocked prone. This will go into effect from this point forward. A creature who falls due to being knocked prone will have the same chances to arrest their fall as other falling characters have to catch themselves.

    Falling While Climbing
    A character who takes damage while climbing risks falling. That feels like an echo from the rough-and-tumble combats of the third edition, when spellcasters risked getting their spells interrupted due to damage, and standing up from prone was enough to provoke attacks of opportunity. It makes sense, certainly, but from a game dynamics point of view, it's potentially piling up a lot of damage in one place.

    So instead, the house rule is: a climbing character subjected to forced movement or knocked prone risks falling. Damage alone is insufficient.

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