Dustin's Legacy of Fire Campaign
- Healing (naturally). Your CON bonus now applies to the amount that you heal on a daily basis. For unaided healing (or a failed Heal check), you heal [(1+CON bonus) x lvl] per day. With a successful Heal check, along with 8 hours of rest, you heal [(2+CON bonus) x lvl] per day. Likewise this applies to a full day of complete rest.
- Encumbrance and carry limits are in effect. Watch what you are carrying or you may find yourself moving slower and at penalties in combat. Your normal clothing is excluded from the weight you carry.
- Character death. The death of a PC is not permanent. In previous campaigns, characters have temporarily become ghosts (per a modified version of the Ghostwalk splatbook), vampires, and other non-living beings.
- Missing a session. Missing a session here and there is unavoidable. To avoid plot holes which randomly swallow characters, I keep a copy of every PC’s character sheet. You will need to choose a person to play your character in your absence. Typically this person will try to not kill your character and avoid the use of consumable items. You character will still earn XP, so this will avoid your character from falling behind the other members of the group.
- XP. XP is typically divided up at the end of every session, or (more rarely) at the end of a multi-session capstone event. XP is divided up evenly, no matter the contribution of each character. If a player is present during a session, a 5% bonus is awarded.
- Action Points. I use the Action Point system found here . Some changes include:
- You get 3 + 1/2 your level in AP at character creation and when you level up. You can have a maximum of 5 + 1/2 your level at any given time.
- You are not limited to spending only one AP on your turn; spend as many as you want.
- Fellow players may share their AP’s with you at a cost of 2:1.
For every session that you are present, you earn 1 AP.
- I reward a well-played character with bonus APs. It is not uncommon to earn several of these per session for players that make hard decisions and still stay in-character.
- I reward a player for a joke that gives the DM a belly laugh, with an AP.
- Writing up a session in the Adventure Log will get you one AP.
- The DM begins the campaign with 0 AP’s, but any that you use become a part of his pool of APs. He has no limit to the maximum number that he may hold. He does not gain one per session.
- Pacing during combat. I expect each player to have an idea of what they want to do on their turn. I expect combat to be fast-paced, so if you are slowing down the pace, I will enforce a 15 second maximum to decide on a course of action. Otherwise you will be skipped (use the Hold action) and you may inject yourself back into the Initiative order whenever you want. New players will be given much leeway, as well as characters using something new (a new ability, new magic item, new spell, etc). But if you are playing a 10th level barbarian and you can’t figure out how his rage ability works, please try to prepare ahead of your turn.
- In-character and out-of-character. I don’t expect players to remain in-character for the whole session. To aid in the immersion of the game, I will generally call each player by their character’s name. I don’t expect players to be as intelligent, wise, or charismatic as their character, but I do ask that you play your character as true to the stats as you can. During social/roleplay scenes and combat events, I typically assume that table talk is made in-character, so please do any planning on what to say or what to do before you get into the scene.
- Prestige classes. Jumping from prestige class to class is forbidden. Unless you have an excellent reason (and you have previous DM approval), you cannot choose a second prestige class until you finish the first one. Similarly, I would prefer for characters to stay with classes for several levels rather than jump from class to class.
- Hit points and leveling up. When you level up and roll or new hp, you reroll anything less than 1/2 your HD. Repeat until you get above 1/2 of the max. So, if you roll 1d10 for hp and you roll a 5 or less, you reroll. If you get a 5 or less again, you reroll again. I you get a 6 or better, you keep that number.