The following optional and experimental rules, as noted in the playtest materials, are always in effect for this campaign. The labels here correspond to the titles of the sidebars in the playtest materials; just because it says “Optional” here does not mean it is.
- Optional: Customizing Ability Scores
- Optional: Choose a Specialty/Feat
- Optional Rule: Retraining
- Experimental Rule: Maximum Number of Attuned Items
- Experimental Rule: Test of Wills (at my discretion)
Provided you are carrying an adventurer’s kit, it is assumed that you restock its contents (rations, etc.) at reasonable intervals — and usage of its contents will not be tracked.
For non-magical arrows, sling bullets, and other bulk ammunition, if you have at least a quiver full or equivalent, it is assumed you are able to maintain an effectively unlimited supply from recovering arrows between fights — and ammunition usage will not be tracked.
For items such as throwing daggers and other ‘non-bulk’ ranged attack weapons, usage IS tracked but you will generally be able to recover all of such weapons after an encounter. (So if you have 3 daggers, you can use daggers for a ranged ability 3 times per encounter.)
Magical ammunition, potions, reagents for rituals and other such consumables are tracked as normal.
Story arcs may override this house rule for purposes of the story arc, but you generally will know in advance and have a chance to provision accordingly.
If a feat, class feature, trait, or other ability allows you to reroll an attack roll — and you have already rolled damage as well — damage is rerolled if the outcome of the attack roll changes. If the outcome of the attack roll is unchanged (still a hit, still a miss, etc.), the damage roll stands as it is.
Rules Questions and Disputes
If we cannot quickly answer a rules question or conclude a rules dispute, I will make a ruling that applies to the remainder of the current session and make an effort to research the ‘correct’ answer for future sessions. If the correct answer cannot be determined, a final decision will be made (which may differ from the original ruling) and added as a house rule for future sessions.
When using Maptools or another system for dice rolls and using macros to roll dice, the following conventions will be used when a roll is done incorrectly:
- Roll uses the wrong type of dice: Always rerolled.
- Roll clearly states its for the wrong skill: (e.g. I ask for a Strength check, you roll Constitution) Always rerolled, even if the relevant modifiers are correct.
- Roll has no modifiers or incorrect modifiers: Not rerolled, but adjusted to have the correct modifiers.
- The dice fell off the table or isn’t flush: This is online table top, so not a problem. However, if it weren’t for some reason, the affected dice are rerolled.