S_Dalsgaard
First Post
- Firing into melee: If you roll a natural 1 when firing into melee, roll a to hit roll against the ally nearest the original target to see if you hit them instead.
- Polearm Master feat and quarterstaff: A quarterstaff can only take advantage of the Polearm Master feat, if used two-handed.
- Rations: Food rations weigh 1 lb per day, as per PH, p. 185, not 2 lb. per day (as in the list of adventuring gear, PH, p. 150).
- Potions of Healing: Standard potions of healing aren’t magical, but can be crafted by anyone proficient with Herbalism Kit.
- Hit Points per level after 1st: A PC rolls once for hp per level. If the rolled number is lower than average, take average hp.
- Inspiration: Each player has one inspiration point per session, that they can hand out to other players for good roleplaying and general awesomeness.
- Verbal components: Verbal components of a spell can be whispered, but requires a Stealth check opposed to any listeners’ Perception check (or passive Perception), to do it quiet enough not to be heard.
- Death saves: Death saves are not rolled until someone actually gets to the dying character and tries to save him/her. That way no one are aware of how long they have to save the dying character.
- Critical Damage: When rolling critical damage, the original dice is always maxed and you only roll for the additional damage. For example a crit with a longsword deals 8+1d8+modifiers damage.
- Natural healing: A long rest heals a quarter of your maximum HP.
These are still being tested to see if they make the game better for my group.