Points of Light
- Additional Combat Options The following are additional combat options at your disposal:
1. Disarm – Knock something out of your opponent’s hands. The attacker can make an attack roll against the target who chooses either to defend with a Strength (Athletics) or a Dexterity (Acrobatics) check. If the attacker wins, the defender drops the item. If the defender is holding the item with 2 or more hands, the attack is made with disadvantage. The target has disadvantage on its ability check if it is smaller than the attacker, or advantage if it is larger.
2. Overrun – Force your way past an opponent. With an action a creature can move through a square occupied by an enemy creature if it wins an opposed Strength (Athletics) check. Being larger than the creature being “Overrun” gives advantage, while being smaller gives disadvantage. The creature being overrun may use a reaction to make an attack against the creature performing the overrun. Failure by 5 or more on an attempt to overrun causes the creature attempting the overrun to fall prone at the defender’s feet.
3. Tumble – Weasel your way past an opponent. With an action, a creature can make a Dexterity (Acrobatics) check contested by the other creatures’s Dexterity (Acrobatics) check. On a win, you can move past the opponent. Failure means you don’t get past your opponent, and your opponent can use a reaction to make an attack against you. Failure by 5 or more means you end up prone.
- Wounded – When a PC has failed a death save, this will be tracked by way of a “Wound Point”. In role playing terms, the PC is pretty beat up, and needs special attention above and beyond just sleeping for 8 hours. Before that PC can gain the “Full Healing from Extended Rest” benefit, he must spend one hit die to remove each Wound Point, OR be brought to full health by any other means (which removes all accumulated wound points).
- Opening and Closing Doors (Non-locked & non-obstructed) Opening or closing a door costs 5 feet of movement. That means that if you can move 30’ (6 squares), you can move 2 squares to a door, open the door (consuming a squares of movement), then move 3 more squares through and beyond the door.
- Character Races Eladrin and Assimar are in the DMG. Let your DM know if you wish to play one of those races.
- Stat Rolling Rolling for stats works in the following way:
1. 4d6 7x, drop the lowest die from each 4d6, and then drop the lowest total, leaving you with 6 rolls.
2. If you do not have a 16 or higher, drop your lowest score, and replace it with a 17
Now you have a set of 6 totals, with at least a 16
3. Repeat steps 1-3, coming up with a second set of 6 totals
4. Choose between the two sets, and build your character!
- Rolling for HP You can always take “average (rounding up)” If you roll, and get a 1, you may roll again. If you roll again, you take what you get no matter what, BUT ADD 1 TO YOUR RESULT if you roll anything less than maximum.
- Crafting Magic Items There are 5 “rules” to creating magic items, as follows:
1. Normal item creation states that if you can cast the magic spells and do the stuff the item is going to do, you’re good to go. I would add that Proficiency with items that aid in the creation of a particular item (as determined by the DM, unless the rules specifically state that the proficiency is used for creation of that specific item) multiply the GP towards creating the item by 2. For example, if you are creating a magic sword, and you are a weaponsmith, you can craft 50 GP towards the creation of the sword each day. If you were proficient with playing a given instrument, it could accelerate your creation of that magical instrument (since you understand the ins and outs of that instrument so well). If you had a magical laboratory, crafting a wand could be accelerated if you were proficient with that lab. (note, there is no proficiency with Magical Laboratories yet, it would have to be trained during down time) Other things like Hirelings could help you to craft at accelerated speeds… but those cost good hard won gold! ;)
2. Special ingredients: All magic item creation can be accelerated by using special ingredients harvested, found, purchased ,or won by PCs at the DM’s discretion. The value of the particular ingredient towards item completion is also 100% DM discretion. Example: The DM could decide that the pelt from the Displacer Beast that the PCs slew will be worth 1/4 of the gold that will be required to create the Cloak of Displacement that the party wizard is working on for the rogue (and at the rogue’s expense). Of course, the pelt will have to be prepared with special herbs and ointments that will cost something, so the cost of the item is only slightly diminished, and the real “treasure” is the acceleration of the creation of the item.
2. For Common and Uncommon items, we allow normal item creation as per DMG rules.
3. For Rare items, it is required that you have a “pattern”, “recipe”, or other template to teach you how to create the item. Those instructions would be treasures by their own right, and could be sometimes purchased or placed in treasure parcels, libraries, and other places.
4. For Very Rare items, instructions are required as with Rare items, but special ingredients are not only helpful, but absolutely necessary. DM would decide what those ingredients are. For example, a “Very Rare” Mirror of Life Trapping might require that some of the sand for the glass be dust from a decomposed Lich. Unfortunately, dust from a decomposed Lich is, well, hard to come by. :)
5. For Legendary items, all of the requirements for Very Rare items are required, but the special ingredients are more exotic. Also, it will be typical for very special (and difficult) crafting processes to be required. For example, Plate Armor of Etherealness might need to be crafted from start to finish within the ethereal plane. A Defender weapon might require that as part of the process an ancient good dragon pluck a scale from its own body, and press it into the still glowing weapon as it is forged. You get the idea.