Rules Changes . DnD 5E

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Revision as of 16:20, 14 September 2019 by Cinero (talk | contribs) (Armor)
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OOC


Armor

The following armor is available to PCs where the tech level is Modern or Future. (It's available in Fantasy Grounds.)

Armor Category AC Strength Stealth
Undercover Vest Light 12 + Dex modifier
Tactical Vest Medium 14 + Dex modifier Str 10
Light Military Armor Heavy 16 Str 13 Disadvantage
Heavy Military Armor Heavy 18 Str 13 Disadvantage

(This table is partly inspired by http://dnd.wizards.com/articles/features/my-new-d20-modern-campaign)

City Circle Spells

A druid of the Circle of the Land can choose City, and receive these spells.

  • Level 3
    • Knock
    • Pass Without Trace
  • Level 5
    • Stinking Cloud
    • Tongues
  • Level 7
    • Compulsion
    • Fabricate
  • Level 9
    • Cloudkill
    • Passwall

Rules Experiments

We're currently experimenting with "house rules" that include:

  • Healing from a potion (or any source other than a direct spell or feature) causes Exhaustion, up to Exhaustion level 2.
  • Each PC has Equipment Points to spend on magic items, for more fairness.
  • You can spend Inspiration for a reroll.
  • We're using a Tactical Formation for loosely-assigned team roles on operations and in combat. (In Fantasy Grounds, search Images for "tct".)