5e House Rules: Difference between revisions

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== Altered Mechanics & Character Generation ==
== Altered Mechanics & Character Generation ==
Generally speaking, the Mainland is a low magic, low technology world mostly made up of humans in fairly well-defined nation states. Adventuring is how Alexandria herself got started, but "adventuring groups" are far less common and more novel in this setting than in many. In general, though they'll likely continue to be common among adventuring parties, spellcasters of all types are rare among the population. Anything smaller than a town is likely to only have lay clergy or maybe a visiting cleric every year or 2. Rural humans especially are unlikely to ever have encountered much magic or know something like the difference between a wizard and warlock. Even among the largest and most magically significant cities spellcasters are only a small minority. Outside of low-level magic potions and scrolls, which are likely to be available in larger settlements, magical items will be extremely rare and not simply available for purchase.
Generally speaking, the Mainland is a low magic, low technology world mostly made up of humans in fairly well-defined nation states. Adventuring is how Alexandria herself got started, but "adventuring groups" are far less common and more novel in this setting than in many. In general, though they'll likely continue to be common among adventuring parties, spellcasters of all types are rare among the population. Anything smaller than a town is likely to only have lay clergy or maybe a visiting cleric every year or 2. Rural humans especially are unlikely to ever have encountered much magic or know something like the difference between a wizard and warlock. Even among the largest and most magically significant cities spellcasters are only a small minority.  


Parties tend to be made up of extraordinary individuals and they will tend to face extraordinary tests. "Routine" encounters are not part of the average adventurer's lifestyle and every combat is potentially lethal and mis-speaking in certain social situations can be just as deadly. Adventurers might make choices in RP situations or combat that get them into fights that they can not win. Experience will likely be accrued faster than treasure and gold is always in short supply or spent quickly. Players generally must excel on the strengths of their character rather than their bank accounts.  
Parties tend to be made up of extraordinary individuals and they will tend to face extraordinary tests. "Routine" encounters are not part of the average adventurer's lifestyle and every combat is potentially lethal and mis-speaking in certain social situations can be just as deadly. [[The Veil]] means that outside extremely rare exceptions the dead stay dead and the fate of "souls" after death is a mystery. Adventurers might make choices in RP situations or combat that get them into fights that they can not win. Experience will likely be accrued faster than treasure and gold is always in short supply or spent quickly. Players generally must excel on the strengths of their character rather than their bank accounts. Outside of low-level magic potions and scrolls, which are likely to be available in larger settlements, magical items will be extremely rare and not simply available for purchase.


=Classes (and Subclasses)=
=Classes (and Subclasses)=
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* Healing Spirit is banned.
* Healing Spirit is banned.
* Most planar travel and high level planar summoning spells unlikely to work.
* Most planar travel and high level planar summoning spells unlikely to work.
* The dead usually stay dead - restrictions on Raise Dead and similar spells: they mostly do not work at all. Even the ones that are possible are only usable within a few hours of death. Revivify works as it must be cast within 1 minute does work and requires the 300gp diamond which the spell will consume to have been purchased and accounted for.
* The dead usually stay dead - restrictions on Raise Dead and similar spells: they mostly do not work at all. Even the ones that are possible are only usable within a few hours of death and in cases where the body is mostly intact. Revivify does work as it must be cast within 1 minute but the the 300gp diamond which the spell will consume is required to have been already purchased and accounted for on a character sheet prior to casting.


=Sage Advice=
=Sage Advice=
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