Hidden 4 yrs ago 4 yrs ago Post by Expolar
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Untitled Roles



World Map of Asembia



General Summary of Asembia:
In this new era of the world, it began with a sudden bright light that enveloped the world. Soon followed sounds of crushing earth as the world violently shook and form cracks that would have bursts of magical energy erupt and stream out. With this the movement of continents began as the surge of magical energy pushed and pull together all the major lands together as one. This cataclysmic change to the world would be known as the Planetary Convergence as it altered the once divided lands and forming one massive continent, a pangea, that would later be called Asembia.

The destruction to towns and cities on a global level still had survivors to continue on this newly conjoined mega continent to easily reform civilization. Although many beasts, monsters and powerful forces would make themselves known simply after be awakened from their slumber by the convergence or have been said to waited until a day like this came for them to descend on the newly joined land and confused people. For most of the first century After the Planetary Convergence (or APC) life was difficult as giants were first to reign supreme of most of Asembia and the history Before the Convergence (or BC) has been lost. But it was thanks to a group of legendary heroes that were able to defeat the reign of giants and make a new history as they pave the way for the future for the people on Asembia.

As centuries passed the people of Asembia have found their own way to endure and adjust to this new and dangerous world of theirs as they made their claim on most of the five major regions against many dangerous foes. Eventually by about 1100 APC, there was general peace within the major nations of Asembia. But in the late years of the late 1400s, there have been dramatic changes that may have lasting effects for the future of Asembia.

The Major Regions:






The Story So Far
Chapter 1:

The present year of the Asembian calendar is 1489 APC ...

The next following pages appear to be blank...


Current Character Requirements:

Fill out this character sheet and add to the character tab once approved by DM. You can use any character sheet sites to fill out D&D 5e character sheet.

When planning for a build, please keep in mind the following requirements for creating and leveling:
  • Leveling
    Characters will start out as level 3. Leveling will be based on milestones.
  • Allowed Sources to Use
    Will only allow the use of official sources from Wizard of the Coast books and Unearthed Arcana.
  • Rolling Ability Scores
    Roll 6 4d6s, for each of the 6 rolls, drop the lowest. (So basically the last part you mentioned)
    Once rolled, you can freely assign those resulting 6 values to which ever ability scores that you choose.
    To avoid possible bad rolls, you can roll for another set of 6 4d6s. But you must choose one of those 2 sets of rolls. You cannot mix the results between the two sets. And please do these rolls on the dice roller on this site.
  • Extra skill proficiencies
    Based on the INT mod, this will represent additional points that you can add to a skill, tool, or language. Expertise can be gained with an already proficient skill or tool.
  • Increasing max HP
    At each new level after level 1, roll hit dice at advantage.
    Reroll if a 1 is rolled at any time.


Homebrew Rules:
  • Thrown Melee Weapons
    If a melee weapon has the thrown property, you can use STR or DEX mod for the attack and damage roll.
  • Potion Drinking
    User can spend a bonus action to drink a potion, but is an action to use it on someone else.
  • Spell Creation
    If you are a spellcaster, you are allowed to make your own spell that is not in the allowed sources. But they must be mentioned in the OOC and be approved by me.
  • Sprint
    Spend your entire turn moving five times your speed, but must be a straight line and by doing this, you are left open for any attacks of opportunities in melee range and those attacks are at advantage.
  • Cleaving Through Creatures
    When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit point
  • Combat Rules
    Once a battle occurs, I do plan to do/note the following to help speed up combat.

    Future homebrew rules may be added, but will be discussed and decided in OOC before being implemented.
Hidden 4 yrs ago Post by rush99999
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Does anyone here particularly like this exhaustion after falling unconscious rule Expo's decided to spring on us right out of the gate?
Hidden 4 yrs ago 4 yrs ago Post by rush99999
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[MISPOST EXPUNGED]
Hidden 4 yrs ago Post by Lucius Cypher
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I’m iffy on it myself. I understand it’s one of those realism rulings but as per usual with rules of realism, they’re really more to make things difficult for players since it’s rarely something we can capitalize on our opponents. Not to mention it could potentially put us into a cycle of hurting where we fight, go down, get brought back up, and accumulate exhaustion which I should remind everyone, you only lose one per long rest. Even a single level of exhaustion can be crippling for those of us who want to roleplay more since skills are the first to suffer from exhaustion.

Obviously we should try and avoid losing all of our HP, but sometimes the die just isn’t in your favor when it comes to matters like that. And when it’s just bad rolls that’s just bad luck, but exhaustion on top of that is a good reason as any to abandon a crawl or at least be stuck doing nothing for a day or so.
Hidden 4 yrs ago 4 yrs ago Post by Guardian Angel Haruki
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I'm a little worried about that rule as well.

On one hand, I can see a story reason why this rule is there: Other than Azzen, we don't exactly have a true healer with the medical knowledge to prevent the exhaustion after bringing someone back from the brink of death.

However, I can see this rule becoming problematic in Boss battles, and in situations where running away isn't an option. It's also a good reason for party members to abandon each other when things get tough.

It should also be mentioned that after receiving 6 levels of exhaustion, the result is death. So, if someone was knocked down and healed back six times, they would just die... :/
(Sorry if I'm being Captain Obvious there...>.<)

It also raises this question: If we get to higher levels and have access to Revivify and Resurrection spells, then does that mean that the person who was brought back gets more levels of exhaustion then just the normal healing?

That's just what I think.
Hidden 4 yrs ago Post by Lucius Cypher
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Personally I think gaining exhaustion after being brought back from death makes more sense and is more fair than exhaustion gained fro just going unconscious after a battle. Presumably, magic healing helps accelerate and prevent the usual trauma caused to the body when it goes into an unconscious state. But straight up dying is taxing no matter what magic you’re capable of. And obviously, dying is a much more grievous condition to avoid than just unconsciousness.
Hidden 4 yrs ago Post by Guardian Angel Haruki
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@Lucius Cypher No disagreements here! ^_^
I'm just wondering how it would be handled in comparison to the one level of exhaustion after being brought back from unconsciousness by healing. ^^"
Hidden 4 yrs ago Post by Lucius Cypher
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The problem with exhaustion is that unlike other status effects which baring very specific circumstances/poisons, usually don’t last too long and don’t get worse than it already is. But exhaustion can’t be healed out without greater restoration, and without that you only lose one level of exhaustion per long rest. And if you have more than one level that’s multiple days you’ll need to be laid up, because you can only take one long rest per 24-hour. So can’t have three long rests in one day.

Exhaustion is debilitating because it’s so hard to remove, which is why the Berserker Barbarian is one of the worse subclasses one 5e, because of how easy it is to accumulate exhaustion.
Hidden 4 yrs ago Post by Expolar
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Well that is why I mentioned the notes of changes and additions, so thanks for looking. As mentioned at the end of the homebrew rule, if we discuss enough and most you the players don't want it, then I don't mind removing. For this exhaustion rule, it is like what Lucius said about realism. I had a game that a character was knocked unconscious 4 times back to back and wondered what the repercussions would be if that did happen. Granted, there being magical healing, it could have the effect to prevent such exhaustion. But it was something I felt like trying if people were interested. But I'm hearing 3 nays, so I'll just remove it. Alternatively I also felt like using an injury table instead as if someone was knocked to 0 hp and fell unconscious, t but felt that could also be too punishing too.
Hidden 4 yrs ago 4 yrs ago Post by Expolar
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Also it was mentioned in the interest check, but wasn't really discussed, but I would like to ask about what you all think of the Homebrew combat rules that is mentioned?

The main reason that I have it is so the pacing does not take too long and we don't have to feel like we're waiting for the next person in line to post. This way rounds can go faster than having to wait. But as I am still rolling initiative for everyone, soif you want to still use initiative when deciding when to post or want to make the post once I do the enemies turn, then either of those are fine.
Hidden 4 yrs ago Post by Guardian Angel Haruki
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The combat rules look good. I don't really see any issues with them. ^^"
Hidden 4 yrs ago Post by rush99999
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But as I am still rolling initiative for everyone


I kinda take issue with this, but I'll be cool with it so long as you roll in the open.
Hidden 4 yrs ago Post by Lucius Cypher
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I wouldn't be against an injury table as long as it's not simply "You got down to 0 you get an injury". Maybe something more like if you go down to zero because of a critical hit or something. Though I also haven't really found any injury tables that aren't too ridiculous since for some reason everyone has anywhere from a 10-20% chance of dismemberment.

I'm not against collective initiative. In my experience it does feel more fluid to let players go in a group. That being said, it can be especially painful when the enemy or sufficiently large mob acts in a unified group. But that's just the power of teamwork.
Hidden 4 yrs ago Post by rush99999
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I think receiving massive amounts of damage should be what causes an injury rather than being brought to 0. If a creature were to take a combined amount of damage greater than or equal to half its max HP in one turn, that should definitely leave a mark.
Hidden 4 yrs ago Post by Guardian Angel Haruki
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@rush99999 I’m pretty sure that kind of damage causes instant death according to 5e rules. Unless I am mistaken...^^”
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@Guardian Angel Haruki
That's being reduced to 0 with an amount of damage greater than or equal to your max HP left over. Also, the necessary damage needs to be applied in one attack rather than in one turn to insta-kill.
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Hidden 4 yrs ago Post by Lucius Cypher
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Massive damage is a variant rule, but I do agree that's probably a good measurement to determine what might cause an injury. After all crits can still roll low, but taking 48 points of damaged when your max HP is 60 is not going to leave you looking pretty. Not to mention things that can cause massive damage is slightly rarer than just a bunch of weak attacks getting lucky with a nat 20.

Also instant death is basically if you take more than double your HP in damage. For example if I only have 20 HP and take 40, that's instant death. And that's also still a variant rule.
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Hidden 4 yrs ago Post by rush99999
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@Expolar
While we're on the subject of variant rules, would you be willing to allow the implementing of the variant action options and the cleaving through creatures rule detailed in pages 271 and 272 of the DMG?
Hidden 4 yrs ago Post by Expolar
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@Expolar
While we're on the subject of variant rules, would you be willing to allow the implementing of the variant action options and the cleaving through creatures rule detailed in pages 271 and 272 of the DMG?


I am okay with this as it can help with pacing and those extra damage won't be wasted if there is another creature in range. Will add this to the homebrew section. Any other thoughts that anyone else has?
Hidden 4 yrs ago Post by Lucius Cypher
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The only thing off the top of my head is how open are you to the idea of using different abilities for certain skills? For example, using strength for intimidation checks, dexterity for athletic checks, etc etc. Also do you utilize passive perception/investigation?
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