Age of the Dragons
These are some house rules we’ll be using in this campaign. Please familiarize yourself with them as you stat out your characters.
A short rest is at least 1 hour long, during which characters do nothing more strenuous than eat, drink, read, and tend wounds.
A character can spend one or more hit dice, up to half of his maximum (rounded up). Roll the die and add con mod and heal for that. You may do this individually to see how many you want to spend. Each hit die recovered requires one expenditure of a Healer’s Kit.
A long rest is a period of extended downtime, at least 8 hours, during which you sleep or preform light activity like reading, talking, eating, or standing watch (max 2 hours). If its interrupted by strenuous activity the rest must start over to gain any benefit from it.
During a long rest a character may spend as many hit die as he would like, in the same manner as a short rest. Additionally, he regains half of his maximum hit die (rounded up).
At first level you may take max hit points. After first level, all HP must be rolled in front of the DM. 1’s may be rerolled.
Alignment has very little meaning in this setting. Creatures native to The Materials can be of any alignment. There will be no spells, abilities, or powers that interact with alignment. Protection from Good/Evil, Magic Circle against Good/Evil, and Detect Good/Evil function with creature types instead of alignment. Creatures with an intelligence of 3 or lower are unable to make moral decisions, and are considered Unaligned.
Per RAW you can make one simple interaction with one item per turn for free (for example, open a door, draw a weapon, kick a chair over). As a house rule I am adding that you may draw two weapons at once if they are both one handed and easily accessible (ie sheathed).
Spell-learning classes and classes that get access to all spells from their list can prepare Cantrips as level 1 spells if they choose, as there is no reason that a spellcaster shouldn’t be able to learn new cantrips. Additionally, the spell Prestidigitation, and any spells like that for other classes (I believe Druidcraft and Thaumatology), are free cantrips.
Active perception checks can not be worse than passive score unless you roll a 1. If you roll a 1, subtract 5 from your passive perception.
We use a declare from the bottom, act from the top style Initiative round.
Lingering Injuries are an option you can use. While downed, you may choose to take a lingering injury to gain advantage on your Death Saving throw. If you are critically hit, you may negate the bonus damage by taking one as well. You may have no more than one lingering injury at a time.
EXP will not be rewarded from combat encounters. Instead, it is earned by achieving goals and solving problems. This comes in the form of Quests, which I will create and can be kept track of here.
Minor quests will generally be resolved within a game or two and require little danger or effort. It may be winning someone’s support or stealing an item from a noble, for example.
Major quests will be more dangerous but not necessarily take longer. It may require 2-3 sessions, and some travel. Your life may be in danger. Exploring a ruin or eliminating a goblin threat are examples.
Epic quests will span an entire story arc. They may take 5-10 sessions, and will repeatedly put your life in danger. They will often be the culmination of several major and minor quests.
Each quest will reward XP based on the difficulty. Any material rewards will be discussed in character. When an official quest is being offered, I will present it as such and you will be able to track your progress here so that you don’t forget about tasks you’ve accepted. I will also note that not all quests will come from me. You may end up creating your own goals which I may convert to quests depending on how they are achieved. Also, these quests are not static. Should you ignore a threat, it may continue to grow and affect the surrounding areas if you take no action against it. Do not assume a task you get will still be there waiting for you a year later.