Tag: Zasady

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  • Zasady opcjonalne

    Poniżej prezentuję listę zasad opcjonalnych, które będą stosowane podczas sesji. W nawiasach podaję stronę odpowiedniego podręcznika. Większość zasad jest stosowana _as written_, choć w sytuacjach spornych ostateczny werdykt zawsze należy do mnie. * …

  • Order of Combat

    Poniższa zasada zastępuje standardowe zasady inicjatywy. W wielkim skrócie można ją sprowadzić do trzech punktów: * Postacie graczy działają *zawsze* jako pierwsze. * W każdej rundzie postać gracza może wykonać albo *tylko* akcję lub ruch (tzw. "fast …

  • Cennik

    h4. "*Sznurek do cennika*":https://docs.google.com/spreadsheets/d/16nJ_5lrWGiowWcz2c1wI5_bSs53jUIKBgrLZEd90Q6Q/edit?usp=sharing *Komentarz:* Cennik zerżnięty z _Adventurer Conqueror King System_ - moim zdaniem gry z najlepszym modelem ekonomicznym …

  • Character Class and Literacy

    The ability to read and write is far less common in Wilderlands than in more advanced settings. Most people raised in civilized lands can at least puzzle out writings they encounter, and a good number of people born to savage or barbarian tribes …

  • Foraging

    Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by the abundance of food and water in the region. *Food and Water …

  • Becoming Lost

    Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party's navigator makes a Wisdom (Survival) check when you decide it's appropriate, against a DC determined by the …

  • Swimming

    Unless aided by magic, a character can't swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. A creature that has a swimming speed-including a …

  • Underwater Visibility

    \'isibility underwater depends on water clarity and the available light. Unless the characters have light sources, use the Underwater Encounter Distance table to determine the distance at which characters underwater become aware of a possible encounter. …

  • Sea, The

    Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the _Player's Handbook_). A fully crewed sailing vessel can sail all day, assuming its sailors work in shifts. …

  • Critical Success or Failure

    Rolling a 20 or a 1 on an ability check or a saving throw doesn't normally have any special effect. However, you can choose to take such an exceptional roll into account when adjudicating the outcome. It's up to you to determine how this manifests in the …

  • Success at a Cost

    Failure can be tough, but the agony is compounded when a character fails by the barest margin. When a character fails a roll by only 1 or 2, you can allow the character to succeed at the cost of a complication or hindrance. Such complications can run …

  • Jak interpretuję rzut k20?

    Oprócz standardowej porażki i sukcesu używam jeszcze dwóch zasad z _DMG_: * [[Critical Success or Failure | Critical Success or Failure]] * [[Success at a Cost | Success at a Cost]] Przykładowo weźmy test Morale przeciwnika. W przypadku porażki …

  • Slow Natural Healing

    Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. This optional rule prolongs the amount of time that characters need to recover from …

  • Morale

    Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee. A creature might flee under any of the following circumstances: * The creature is surprised. * The creature …

  • Injuries

    Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries. A player character might sustain a lingering injury when it fails a death saving throw by 5 or more. A non-player character or creature might …

  • Hitting Cover

    When a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack. First, determine whether the attack roll would have hit the protected target without the cover. If the attack …

  • Action Options

    This section provides new action options for combat. *CLIMB ONTO A BIGGER CREATURE* If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a …

  • Diagonals

    When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move …

  • Ignoring Inspiration

    Inspiration might not work for your campaign. Some DMs feel it adds a layer of metagame thinking, and others feel that heroism, roleplaying, and other parts of the game are their own rewards that don't need incentives like inspiration. If you choose to …

  • Loyalty

    Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the other members of the party (even those she doesn't particularly like). An NPC party who is abused or ignored is likely to abandon the party, …

  • Renown

    Renown is an optional rule you can use to track an adventurer's standing within a particular faction or organization. Renown is a numerical value that starts at 0, then increases as a character earns favor and reputation within a particular organization. …

  • Alternatives to Epic Boons

    You might decide to grant one of the following rewards to a 20th-level character, instead of awarding an epic boon. These two options can be awarded to a character more than once. *Ability Score Improvement.* The character can increase one ability …

  • Gaining Renown

    A character can spend downtime improving his or her renown within a particular organization (see [[Renown | Renown]]). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these …

  • Performing Sacred Rites

    A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer. A character who is a priest in the temple can lead these …

  • Sowing Rumors

    Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil …

  • Wilderness Outpost

    Characters can clear out wilderness areas and create defensible outposts where they and their followers can store supplies and take refuge. To ensure that an outpost isn’t overrun and looted, guards must be assigned to the outpost while the characters …

  • Playing on a Grid

    If you play out a combat using a square grid and miniatures or other tokens, follow these rules. *Squares.* Each square on the grid represents 5 feet. *Speed.* Rather than moving foot by foot, move square by square on the grid. This means you use …

  • Skills with different abilities

    Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of …

  • Variant Human Traits

    If your campaign uses the optional feat rules from chapter 5, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait. *Ability Score Increase.* Two different ability scores of your choice …

  • Extreme Heat

    When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first …

  • Inferior materials and weapon breakage

    When you roll a natural 1 on an attack roll using a nonmetal weapon (e.g. bone, obsidian, flint), the item breaks. The following weapons from the _Player’s Handbook_ can be constructed from non‐metal materials without penalty: bolas, all bows (and …

  • Variant Encumbrance

    When you use this variant, ignore the Strength column of the Armor table in chapter 5. If you carry weight in excess of 5 times your Strength score, you are *encumbered*, which means your speed drops by 10 feet. If you carry weight in excess of 10 …

  • Speaking a Dead Language

    Within the Isle of Dread are a number of languages not spoken elsewhere. One such language is Tlanitlan. There are two variants of this language. The original version is ancient Tlanitlan; its present form is known simply as Tlanitlan, or modern Tlanitlan …

  • Heavy Precipitation

    Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom ( …

  • Crafting

    You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). This means that you have studied under a guild craftsman, …

  • Creating a Background

    A well-crafted background can help a player create a character that feels like an exciting addition to your campaign. It helps define the character's place in the world, rather than what a character is in terms of game mechanics. Instead of focusing on …

  • Extreme Cold

    Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage …

  • Strong Wind

    A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in …

  • Mixing Potions

    A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions. When a character mixes two potions …

  • Scroll Mishaps

    A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table. h4. Scroll Mishap (d6) *1:* A surge of magical energy deals the caster 1d6 …

  • Gritty Realism

    This variant uses a short rest of 8 hours and a long rest of 6 days. A character can’t benefit from more than two short rests before long rest. This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of …

  • Cleaving through creatures

    If your player characters regularly fight hordes of lower level monsters, consider using this optional rule to help speed up such fights. When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry …