Game Rules

How the game is run.

What to expect

 * The settings tech-level is closer to early modern period than medieval times. It varies with different cultures. Technology and trends will be rather anachronistic.
 * Magic is a core part of the world and present in many forms. But usually it is still something special and mysterious to an average commoner.
 * The overall setting is dark but not grimdark. The world is full of dangers and tragedy. There will be ugly moments and hard choices. But there are good people out there, possibilities to make a change and hope for a better future.
 * There can be dumb and lighthearted moments, it just shouldn't get too random and there has to be room for serious scenes as well.
 * Encounters may be unoptimized. Sometimes you can afford to fight with a split party, at other you really should avoid an open confrontation.
 * We try to create our own world. Just because creatures or items might sound familiar from other games or D&D settings doesn't mean they have the same lore or stats. Better ask or make own suggestions about how things might be.
 * It would be good if the players make some suggestions from time to time what they want to do in the future, so the DM can plan for it.

Ruleset & Variant Rules

 * D&D 5E ruleset. Not taken too strictly and changes can be made on the fly if everybody agrees.
 * XP will be awarded for completing quests or accomplishing something rather than just fighting encounters. More combat doesn't equal more XP.
 * Leveling up doesn't happen immediately, rather between adventures and preferably with time skips.
 * A PC suffers one level of exhaustion when their HP drop to 0.
 * (We can replace this rule with a temporary lingering injury table for more debuff variety if there is interest.)
 * The DM will roll Death Saves in secret and sends the results to the player.
 * Dis-/advantages are stackable. Instead of rolling several times, only keep one dis-/advantage and convert all additional ones into +/-2 to the roll.
 * Flanking: When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy. This effect is negated by abilities that allow the enemy to pay attention to both attackers (like two heads or blindsight).
 * You can track carrying capacity or just make honest guesses on how much weight you can still lift.
 * Some spells might get changed. Better show your spellselection to the DM before you finish your PC up.
 * For example, casting Resurrection alone won't be enough to bring back the dead, Lesser Restoration won't instantly cure all illnesses and Remove Curse won't simply dispel major curses. Also most healing spells will fall under the school of necromancy instead of evocation.
 * Potion Poisoning: Drinking several potions per day can result in potion poisoning. Players can choose to drink a potion hastily and only spend a bonus action drinking, but suffer a higher risk of potion poisoning in exchange.
 * Inspiration points can be used to get advantage on any of your own rolls or to request hints from the DM. You can hold up to 3 points.
 * If the DM blunders, like forgetting an enemies turn or buff, it would be nice if you mention that even if it makes the game more difficult for your PC. As compensation, you will get a point of inspiration.

How we play

 * Sunday 8 PM JST is our regular game time. It can change though.
 * We mostly use Discord VC.
 * If we use text, use italics for actions, "quotations for in-character speaking" and (parenthesis for ooc speaking).
 * For maps, we'll likely use Owlbear Rodeo.
 * It's unlikely that we can play every week, so it's advised to take occasional notes.
 * Real life has priority and there is no need to play if you aren't in the mood. But try to tell the others on time if you will be missing, late or if you have to go early.

Character Creation

 * We use Point-Buy for ability scores.
 * You can use the Tasha rulings for racial ability scores (choose whatever +2/+1 ASI you want independent of the race). But if you do so you should give an explanation why your PC might deviate from the norm (e.g. why does a small halfing have a +2 in Str instead of Dex?).
 * You can start with one free feat.
 * You are welcome to reflavor stuff, tweak mechanics, change rulings and to use homebrew or UA content. Just ask beforehand and we'll discuss what will be okay.
 * You can choose to give your PC special weaknesses. If they are debilitating enough, you can barter with the DM for a compensation (e.g. the corrupted delver Lihim is mute but magical mushrooms grow on his body).