Campaign Guide and House Rules

This page describes which options from Fifth Edition are being used for Mythosa campaigns.

Note: Any of the rules or game elements may be altered or disallowed at any time (though I'll try to keep that to a minimum, if it's done at all). Also note that material from Unearthed Arcana is playtest material and as such is generally not permitted in the campaign. Exceptions may be made on a case-by-case basis (but is more prone to revocation due to the playtest status of the material).

Abbreviations

  • PHB: Player's Handbook
  • SCAG: Sword Coast Adventurer's Guide
  • PotA: Princes of the Apocalypse
  • DMG: Dungeon Master's Guide

General Rules

  • Ability Scores: You may use the point-buy system in the PHB to generate your character's ability scores, or you can roll using the standard method in the PHB. If you roll, you may generate two sets of ability scores and choose the set you prefer (note that you can discard a set if none of the scores exceed 13 or if the sum of the scores' bonuses don't exceed +1).
  • Alignment: Characters may not be Chaotic Neutral, Chaotic Evil, or Neutral Evil. Note that Lawful Evil, while discouraged, is allowed. Also note that LE characters should be working with the party rather than against them.
  • Races: All the races in the PHB are permitted with the exception of halflings and gnomes. Note that dragonborn, drow, and tieflings are fairly uncommon; there should be no more than one or two in the party at a given time (unless there's a particular theme being done).
  • Classes: All classes in the PHB are permitted.
  • Backgrounds: All backgrounds in the PHB are permitted. Some backgrounds in the SCAG may be permitted upon request. 
  • Archetypes: All archetypes in the PHB are permitted. Some archetypes in the SCAG may be permitted upon request.
  • Spells: All spells from the PHB, SCAG, and PotA allowed.
  • Advancement: Once they have enough XP to level up, characters will get the benefits of their new level after a long rest.

Campaign Tone, Focus, and Other Information

  • Campaign Style: Mythosa campaigns tend to be of the "sandbox" style with major narrative elements. In other words, there are major plot arcs but at the same time players should feel free to push the story in directions that fit with their characters' histories and motivations. The campaigns tend to be a mixture of city, wilderness, and dungeon adventures.
  • Magic Item Prevalence: Mythosa isn't intended to be a "high magic" campaign, though it uses the "high magic campaign" guidelines as it pertains to the "Starting Equipment" table in the DMG (page 38). Magic isn't rare but it's not meant to be common, either. A good rule of thumb is to expect that a character will have one permanent magic item for every three levels. Magic items generally must be crafted, found, or quested for. Purchasing them is possible but costly and difficult.
  • Character Pool: Each player may have a pool of up to three characters, one of which will be "active" (i.e.; played) at a given time. Whatever XP the active character receives is also gained by the other characters in the pool. Replacement PCs (i.e.; the fourth PC and beyond) will start one level lower than the PC they're replacing, with XP proportional to how far the previous PC was to their next level (example: a 3rd level PC who has 80% of the XP she needs to be 4th level would be replaced with a 2nd level PC who has 80% of what she needs to be 3rd level).
  • Combat as War: The campaign assumes "combat as war" versus "combat as sport" (Google the terms for a detailed explanation). The summary definition is: don't assume balanced encounters as the default, and "kill them all" isn't always an optimal or expected solution.

Divine Domains

The domains available to the Mythosan religions are listed below:
  • Triumvirate of Light: Life, Light, War
  • Dyad of Order: Knowledge, Life
  • Dark Court: Death, War
  • Faith of the Earth Mother: n/a (druids, not clerics)
  • Jhadara: Tempest, Trickery
  • Karnus: Nature, War
  • Shaarizad: Death, War
  • Skaldur: Nature, Tempest

House Rules

  • Lockpicking: If a check to pick a lock fails, it can be retried as many times as the PC wishes (once per round). However, if a pick lock check fails by 5 or more, the thieves' tools break. On a failure of 10 or more, the tools break and the lock is jammed or ruined, meaning it cannot be picked and a key will not open it.
  • Magical Fumbles: If a spellcaster rolls a natural "1" on a to-hit roll with a spell, they must make a DC 15 check with their spellcasting ability. On a failure, a wild surge occurs.

Variant Rules in Use

  • Action options: Various combat maneuvers; all but Mark are allowed (DMG 271).
  • Cleaving through creatures: See DMG 272.
  • Lingering Injuries: The lingering injuries table is used when a combatant drops to 0 hit points but isn't killed outright (option #2). (DMG 271).
  • Magic item identification requires the identify spell, experimentation, or both. Just touching the item during a short rest is not sufficient (DMG 136).
  • Massive damage: Take a hit equal to or greater than half your HP, make a DC 15 CON save. On a failure, roll on the "system shock" table (DMG 273).
  • Mixing potions table: Drinking a potion while another is still in effect or mixing multiple potions and drinking them may result in...interesting results (DMG 140).
  • Sanity: maybe (DMG 265)
  • Scroll mishaps table: If someone tries to cast a spell from a spell scroll and fails, and they fail the subsequent DC 10 INT saving throw, they roll on this table (DMG 140).
  • Slow natural healing: No HP recovery after a long rest; HD recovery as normal (DMG 267).

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