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<blockquote data-quote="Yora" data-source="post: 8500352" data-attributes="member: 6670763"><p>After running a campaign by the book (or by what I assume the book wants to say), I put together a list of modifications for the next campaign I am planning.</p><p></p><p>I thought my changes are quite extensive, but they are only a quarter page at the most.</p><p>[SPOILER="Compact Player Rules"]</p><ul> <li data-xf-list-type="ul">Short rest is 1 night. Long rest is "a few days" in a town, castle, or other secured and hospitable place.</li> <li data-xf-list-type="ul">Exhaustion is reduced by 1 level every short rest instead of long rest.</li> <li data-xf-list-type="ul">Cantrips use level-0 spell slots equal to the number of known cantrips, which are fully recovered on a short rest.</li> <li data-xf-list-type="ul">All effects with a duration of 1 minute are extended to 10 minutes. All durations are either in "rounds" or in "turns" (10 minutes).</li> <li data-xf-list-type="ul">Characters can carry a number of items up to their Strength score while being unencumbered, twice their Strength score while being encumbered, and three times their Strength score while being heavily encumbered. Items count as an additional item for every full 10 pounds of weight. (A 25 pound items counts as 3 items; 1 base weight + 2 for 20+ pounds.)</li> <li data-xf-list-type="ul">Encounter XP are reduced to 10% their default value.</li> <li data-xf-list-type="ul">Milestone XP are awarded for returning from the wilderness with treasure. The XP amount is equal to the gp value of the treasure. (Expect 1/5 of total XP to be from encounters, and 4/5 from treasure.)</li> <li data-xf-list-type="ul">All PCs act on the same initiative count. Turns get resolved in order of players having decided what action they want to do.</li> <li data-xf-list-type="ul">Upkeep costs are used to cover common expenses.</li> <li data-xf-list-type="ul">Character races are limited to human, high elf, half-elf, goliath, and tabaxi.</li> <li data-xf-list-type="ul">Character classes are limited to barbarian, bard, druid, fighter, monk, rogue, and warlock.</li> <li data-xf-list-type="ul">Only PHB class specializations, excluding moon druid, eldritch knight, shadow monk, four elements monk, and arcane trickster.</li> <li data-xf-list-type="ul">Lockpicking and disarming traps takes is 1 turn (~10 minutes) by default. Thief's Fast Hands ability allows doing it as a main action with disadvantage.</li> <li data-xf-list-type="ul">Reduced weapons and armor lists to reflect the technology of the setting.</li> </ul><p>[/SPOILER]</p><p></p><p>[SPOILER="Extended GM Rules"]</p><ul> <li data-xf-list-type="ul">Food and water will be tracked.</li> <li data-xf-list-type="ul">Ammunition and light sources will be tracked.</li> <li data-xf-list-type="ul">Wandering Monster checks are made in the wilderness four times per day. Three during the day and one during the night. By default, the chance is 1 in 6. Players make the roll. (That means on average 2 encounters for every 3 days.)</li> <li data-xf-list-type="ul">Wandering Monster encounters make a 2d6 reaction roll:<ul> <li data-xf-list-type="ul">2: attack at first opportunity</li> <li data-xf-list-type="ul">3-5: threaten the party to leave their turf</li> <li data-xf-list-type="ul">6-8: observe the party, repeat roll with advantage or disadvantage depending on the party's behavior</li> <li data-xf-list-type="ul">9-11: retreat from confrontation, but might talk if able to speak</li> <li data-xf-list-type="ul">12: friendly, offering aid and cooperation</li> </ul></li> <li data-xf-list-type="ul">Morale Wisdom save are always made for opponents and hired mercenaries when applicable.</li> </ul><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Yora, post: 8500352, member: 6670763"] After running a campaign by the book (or by what I assume the book wants to say), I put together a list of modifications for the next campaign I am planning. I thought my changes are quite extensive, but they are only a quarter page at the most. [SPOILER="Compact Player Rules"] [LIST] [*]Short rest is 1 night. Long rest is "a few days" in a town, castle, or other secured and hospitable place. [*]Exhaustion is reduced by 1 level every short rest instead of long rest. [*]Cantrips use level-0 spell slots equal to the number of known cantrips, which are fully recovered on a short rest. [*]All effects with a duration of 1 minute are extended to 10 minutes. All durations are either in "rounds" or in "turns" (10 minutes). [*]Characters can carry a number of items up to their Strength score while being unencumbered, twice their Strength score while being encumbered, and three times their Strength score while being heavily encumbered. Items count as an additional item for every full 10 pounds of weight. (A 25 pound items counts as 3 items; 1 base weight + 2 for 20+ pounds.) [*]Encounter XP are reduced to 10% their default value. [*]Milestone XP are awarded for returning from the wilderness with treasure. The XP amount is equal to the gp value of the treasure. (Expect 1/5 of total XP to be from encounters, and 4/5 from treasure.) [*]All PCs act on the same initiative count. Turns get resolved in order of players having decided what action they want to do. [*]Upkeep costs are used to cover common expenses. [*]Character races are limited to human, high elf, half-elf, goliath, and tabaxi. [*]Character classes are limited to barbarian, bard, druid, fighter, monk, rogue, and warlock. [*]Only PHB class specializations, excluding moon druid, eldritch knight, shadow monk, four elements monk, and arcane trickster. [*]Lockpicking and disarming traps takes is 1 turn (~10 minutes) by default. Thief's Fast Hands ability allows doing it as a main action with disadvantage. [*]Reduced weapons and armor lists to reflect the technology of the setting. [/LIST] [/SPOILER] [SPOILER="Extended GM Rules"] [LIST] [*]Food and water will be tracked. [*]Ammunition and light sources will be tracked. [*]Wandering Monster checks are made in the wilderness four times per day. Three during the day and one during the night. By default, the chance is 1 in 6. Players make the roll. (That means on average 2 encounters for every 3 days.) [*]Wandering Monster encounters make a 2d6 reaction roll: [LIST] [*]2: attack at first opportunity [*]3-5: threaten the party to leave their turf [*]6-8: observe the party, repeat roll with advantage or disadvantage depending on the party's behavior [*]9-11: retreat from confrontation, but might talk if able to speak [*]12: friendly, offering aid and cooperation [/LIST] [*]Morale Wisdom save are always made for opponents and hired mercenaries when applicable. [/LIST] [/SPOILER] [/QUOTE]
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