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<blockquote data-quote="S_Dalsgaard" data-source="post: 6618603" data-attributes="member: 6785541"><p> <ul> <li data-xf-list-type="ul"><strong>Firing into melee:</strong> 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.</li> <li data-xf-list-type="ul"><strong>Polearm Master feat and quarterstaff:</strong> A quarterstaff can only take advantage of the Polearm Master feat, if used two-handed.</li> <li data-xf-list-type="ul"><strong>Rations:</strong> 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).</li> <li data-xf-list-type="ul"><strong>Potions of Healing:</strong> Standard potions of healing aren’t magical, but can be crafted by anyone proficient with Herbalism Kit.</li> <li data-xf-list-type="ul"><strong>Hit Points per level after 1st:</strong> A PC rolls once for hp per level. If the rolled number is lower than average, take average hp.</li> <li data-xf-list-type="ul"><strong>Inspiration:</strong> Each player has one inspiration point per session, that they can hand out to other players for good roleplaying and general awesomeness.</li> <li data-xf-list-type="ul"><strong>Verbal components:</strong> 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.</li> <li data-xf-list-type="ul"><strong>Death saves:</strong> 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.</li> <li data-xf-list-type="ul"><strong>Critical Damage:</strong> 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.</li> <li data-xf-list-type="ul"><strong>Natural healing:</strong> A long rest heals a quarter of your maximum HP.</li> </ul><p></p><p>These are still being tested to see if they make the game better for my group.</p></blockquote><p></p>
[QUOTE="S_Dalsgaard, post: 6618603, member: 6785541"] [LIST] [*][B]Firing into melee:[/B] 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. [*][B]Polearm Master feat and quarterstaff:[/B] A quarterstaff can only take advantage of the Polearm Master feat, if used two-handed. [*][B]Rations:[/B] 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). [*][B]Potions of Healing:[/B] Standard potions of healing aren’t magical, but can be crafted by anyone proficient with Herbalism Kit. [*][B]Hit Points per level after 1st:[/B] A PC rolls once for hp per level. If the rolled number is lower than average, take average hp. [*][B]Inspiration:[/B] Each player has one inspiration point per session, that they can hand out to other players for good roleplaying and general awesomeness. [*][B]Verbal components:[/B] 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. [*][B]Death saves:[/B] 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. [*][B]Critical Damage:[/B] 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. [*][B]Natural healing:[/B] A long rest heals a quarter of your maximum HP. [/LIST] These are still being tested to see if they make the game better for my group. [/QUOTE]
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