Once again I find myself pondering a new game. This one will be fairly standard D&D 5e, using a homebrew (but very 'light') setting and using a minimum of house rules. It will also be for very occasional play, and will be an "open tabletop" game. Basically, it will be an outlet for those folks in the group who are looking for a game but who are unable either to get into one of the existing games or are unable to commit to regular play.
Of course, there's a real good chance that this won't get off the ground anyway - it's just the core of an idea right now.
Anyway, here's where I am at the moment on characters:
- Each player needs two characters, which should be "sufficiently different" from one another. It's fine to have a preferred character and a backup, but you need to be happy to play either. This is so that we have a decent chance to form a coherent party for the session - if everyone brought a Wizard then there would be a problem! (Think of it in the same way as a football team has 'home' and 'away' strips to avoid colour clashes.) Both characters gain gold and XP at the same rate, but other treasures don't transfer in the same way. If a player doesn't bring a character, or brings only one and clashes, then the DM will provide a character, but those guys suck - don't do that!
- All characters start at 1st level. You may use any race, class, spell, or other option from the PHB, but no other books.
- Characters should be created using the standard array or point-buy options from the PHB. Stats cannot be "random" rolled.
- Don't bother with alignment, traits, bonds, ideals, or flaws. Waste of time.
- You get the starting equipment from your class and background, plus a trinket (you can choose from the table or roll for yourself).
And four other things:
- Advantage Tokens: Each player will be issued with two Advantage Tokens at the start of each session. These can be used on any d20 roll, in which case they negate Disadvantage (if any) and then grant advantage. (You can also use them after a d20 roll to gain a reroll. However, only one AT can be used on any single d20 roll.) And yes, you can give them to another player, but you only have two for the session, so choose wisely!
- Staring Fresh: All characters start each session at full strength - a full load of spells, maximum hit points and hit dice, etc.
- Rests: Each session is a single "adventuring day". The group can take two short rests over the course of the day, but cannot take a long rest. However, in order to benefit from a short rest you need a suitable supply of rations and water, and a relatively safe place to rest for an hour.
- Encumbrance: You can carry 10 items, not counting containers (backpacks, sacks) and anything you are wearing (your boots, cloak, armour...). Multiple identical items will count as a single item, no matter how many are carried. However, those multiples do need to be identical - an arrow and an arrow +1 count as two separate items. Your armour might reduce your movement rate, but encumbrance otherwise doesn't affect you - pick your 10 starting items, and you're good to go.
- The Small Stuff: Don't bother tracking mundane ammunition, rations, water, oil, torches, or any coin less than 1gp. If you have these things on your character sheet, it is assumed you will never run out. (But you can't lend these things to another character - for encumbrance reasons, each character needs to carry their own rations, etc.)
- Group Treasure: In addition to each individual characters "10 things" there will also be a track of group treasure. This is handwaved - it doesn't count towards encumbrance. However, items in group treasure can't be used - they have to be claimed (and added to a character sheet) first. A PC can, of course, add any of his own gold or magic items to group treasure if he so chooses. However, mundane items cannot be placed in group treasure.
- Between Sessions: At the end of each session, any unclaimed group treasure will be turned into gold and divided equally by the number of players involved in the session. Each player may add that to the total for both his characters. (But note that pre-gen characters provided by the DM immediately spend all their gold on ale and whores and don't keep any of it. Seriously, those guys are the worst!) However, any magic items claimed are not duplicated. Similarly, experience points for the session are calculated normally, with the gain added to both 'home' and 'away' characters. The difference here is that pre-gen characters do gain experience from their adventures, giving them at least some chance to keep up in future sessions!
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