Professional Documents
Culture Documents
Basic rules:
20 is always a critical success but not always successful.
Critical hits aren’t always a hit but do double damage plus your character
level.
Inspiration can be used to reroll any dice that may affect your character. E.g
make an enemy reroll attack or damage.
Inspiration can be used to add or subtract 1 from any given role in a natural
fashion. E.g. inspiration can be used to turn a 19 into a natural 20.
Spell casters are allowed to cast spells without the material components but
never without verbal and semantic if they are required.
Hi Senft - this ones just for you. If a vicious mockery makes me laugh the
enemy doesn’t make a saving throw and max damage is dealt.
Dirty action:
As a bonus action, you can choose to take the dirty action. If done so, you
describe what your character does that may put their opponent at a
disadvantageous position (e.g., hurling dirt in their eyes, kicking them in the
crotch, etc.). If something seems reasonable, you have +2 to both your next
attack and damage roll. You can only describe one action once per encounter.
For example, you cannot shove dirt into an enemy’s eyes twice in the same
combat.
You restore HP in the same way you would during a short rest, by
expending hit dice.
Hold action:
Just a few additions to the 'hold action' mechanic in combat to allow you all to
be a little more strategic but much more cinematic.
You can choose to hold your action in combat, and once held, it cannot be
undone.
You must decide when to intervene before the action takes place.
When the held action is reached, you take your turn as usual and then
return to your normal initiative for the next round of combat.
If two players hold their action for the same moment, and the held point is
immediately after a hostile creature's initiative, they can perform a joint
maneuver.