Invisible Fortress:House rules: Difference between revisions

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During extended travel only, short rests require 1 day and long rests require 7 days.
During extended travel only, short rests require 1 day and long rests require 7 days.
=== Inspiration ===
At the start of each game session, you will gain inspiration. Inspiration functions as normal: spend your inspiration to gain advantage on an attack, saving throw, or ability check, or else to give inspiration to another player. Using inspiration to gain advantage on a roll must be done before you make the roll. Using inspiration to give another player inspiration must be done before they can spend it (and therefore before they make the roll they would spend it on), however spending inspiration is not an action so it doesn't have to be on your turn or use an action or reaction, and can be spent even if you're incapacitated. As per standard inspiration rules, a player can only have one inspiration at a time (so if you don't spend your inspiration by the end of the session, you won't get a second one next session).


== Rulings ==
== Rulings ==
[[category:invisible fortress campaign articles]]
[[category:invisible fortress campaign articles]]

Revision as of 13:59, 14 May 2022

This page lists house rules for the Invisible Fortress campaign, and rulings that have been made during play.

House rules

Flanking

Flanking will be available to players and monsters in this campaign. However, instead of advantage as per the optional flanking rule listed in the DMG, flanking will give +2 to attack rolls. This allows for tactical movement, without invalidating race or class features such as Pact Tactics and Reckless Attack.

You have flanking if you are within 5ft of your target, there is a creature who is an enemy of your target (not necessarily your ally) which is not Incapacitated , and the line between the center points of your occupied space and the other creature's occupied space crosses opposite sides of the target's occupied space, or opposite corners of the target's occupied space.

Line of sight and cover

In order to have line of sight on a target, you must be able to trace a line from any corner of your occupied space to any corner of any square of the target's occupied space, without crossing into a square of blocking terrain. Creatures in your path do not block line of sight.

To determine cover from a ranged attack or Dex save effect, select any one corner of a square that you occupy and trace four lines from it to the four corners of one square in the target's occupied space. If one or two of the lines cross into blocking terrain or a space occupied by an enemy creature, the target has half cover (+2 AC and Dex saves). If three of the lines cross into blocking terrain, the target has three quarters cover (+5 AC and Dex saves). Creatures cannot result in three quarters cover, only half cover.

Cover from melee attacks and area effects work similarly to ranged attacks, except that creatures cannot provide cover against them.

Resting

Short rests take 10 minutes, instead of 1 hour. You may only take 1 + (proficiency bonus / 2) short rests per long rest. This means that at level 1-8, you can take 2 short rests per long rest. At level 9-16, you can take 3 short rests per long rest. At level 17-20, you can take 4 short rests per long rest. Spells and features which give the benefits of a short rest (eg, catnap or a Genie Warlock's bottled respite) do not count against the limited number of short rests per long rest.

Monks must spend 5 minutes meditating during a short rest in order to regain ki points, instead of 30 minutes.

During extended travel only, short rests require 1 day and long rests require 7 days.

Inspiration

At the start of each game session, you will gain inspiration. Inspiration functions as normal: spend your inspiration to gain advantage on an attack, saving throw, or ability check, or else to give inspiration to another player. Using inspiration to gain advantage on a roll must be done before you make the roll. Using inspiration to give another player inspiration must be done before they can spend it (and therefore before they make the roll they would spend it on), however spending inspiration is not an action so it doesn't have to be on your turn or use an action or reaction, and can be spent even if you're incapacitated. As per standard inspiration rules, a player can only have one inspiration at a time (so if you don't spend your inspiration by the end of the session, you won't get a second one next session).

Rulings