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Rules and systems

Basic rules:
20 is always a critical success but not always successful.

Bonus action can be used to make an unarmed attack

Potion outside of combat heals the full amount

In combat: potions can be drunk as a bonus action. Doing as a bonus action


needs you to roll for the healing, using a full action to drink a potion heals
the full amount.

Short rests are 10 minutes long

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.

Rules and systems 1


Advanced rules:
Force check:
If you fail a roll, you can force the check and get the ability to reroll it, but with
disadvantage. If you fail again, the results of the failure become significantly
worse.
For instance, if you try to make a persuasion check to convince a merchant to
reduce their price and fail, you can ask to force the check and reroll with
disadvantage. If you fail again, the merchant may raise their price or outright
refuse to sell to you instead of simply not adjusting their price.

Rolling with emphasis.


Occasionally, I may ask you to roll with emphasis. When this happens, you roll
2d20s as if you had advantage or disadvantage. Instead of taking the highest
or lowest number, you take the number farthest from 10. For example, if you roll
a 12 and a 4, you would take the 4 since it’s 6 away from 10, whereas the 12 is
only 2 away. If you roll both with the same distance from 10 (e.g., 7 and 13), you
roll again.

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.

Rushed long rest:


For those tricky situations where it's not safe enough for a full long rest, but the
party needs more than a short rest:

Rules and systems 2


You can complete a rushed long rest in half the time of a full long rest, with
only 3 hours of sleep required.

You restore HP in the same way you would during a short rest, by
expending hit dice.

Your highest level of spell slot will not be recovered.

Hit dice are not restored.

Everything else behaves as it would in a normal long rest.

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.

A joint maneuver allows two players to attack an enemy together in a cool,


collaborative way. The two players work together to describe what they
would like to do and roll the appropriate check against a high DC. If both
rolls combined equal or exceed the DC, they succeed and deal double
damage. Additionally, they can add an extra 1d10 psychic damage to the
target. On a failure, they deal no damage and have wasted two turns of
combat.

Rules and systems 3

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