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La Forja de Azuth

Reglas D&D 5e

Cargando editor
15/02/2015, 05:57
MacHurto

EDIT: Resumen de reglas
-Inspiracion: Se gana cuando te putea el master o te autoputeas con tus aspectos.

- Las reglas basicas las podeis descargar aqui. Con eso podeis hacer los PJs. No teneis que leer mas alla de los PJs, si no quereis. De hecho, si os haceis una idea de PJ antes de leer las reglas, os ahorrais tener que leer todas las razas y todas las clases. Haceos lo que querais, pero tened en cuenta que teneis que tener algun motivo para querer escoltar la caravana inicial y despues ayudar al pueblucho. Que somos todos los dioses del narrativismo pero queremos probar la aventura y el sistema, recorcholis :-D
- Siguiendo mi tradicional estilo de DM Vago, jugamos sin PX o dinero. Se subira de nivel cuando toque y se comprara lo que suene razonable.
- Hay un resumen de reglas de dos paginas que es lo que yo voy a usar. Javi, lo puedes postear? Me lo pasaste pero no lo encuentro
- No va a haber mapas para los combates. Jugaremos con las reglas abstractas a ver que tal va.
- No tengo claro como hacer la iniciativa. Sera muy duro en D&D hacerlo como hacemos para SW de buenos/malos? Yo lo prefiriria ya que lo simplifica muchisimo.

Y no se me ocurre nada mas. Si eso, posteo.

- Inspiracion: Segun leo, la inspiracion es como los bennies. El DM la da si jugais bien. Si usais la inspiracion, os da Ventaja en esa tirada (es decir tirais 2d20 y elegis el resultado). Siguiendo mi tradicional copypaste de lo que hace Rivera, aqui os nominais unos a otros y me ahorrais el trabajo.

Cargando editor
18/02/2015, 09:52
MacHurto

Esto va a estar activo por si os haceis una raza rara

Uncommon Races

The dragonborn and the rest of the races in this chapter are uncommon. They don’t exist in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans. In the cosmopolitan  ities of the D&D multiverse, most people hardly look twice at members of even the most exotic races.  but the small towns and villages that dot the countryside are different. The common folk aren’t accustomed to seeing members of these races, and they react accordingly.

Dragonborn.

It’s easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless  the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear.

Gnome.

Gnomes don’t look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful.

Half-Elf.

Although many people have never seen a half-elf, virtually everyone knows they exist. A half-elf stranger’s arrival is followed by gossip behind the half-elf's back and stolen glances across the common room, rather than any confrontation or open curiosity.

Half-Orc.

It’s usually safe to assume that a half-orc is belligerent and quick to anger, so people watch themselves around an unfamiliar half-orc. Shopkeepers might surreptitiously hide valuable or fragile goods when a half-orc comes in, and people slowly clear out of a tavern, assuming a fight will break out soon.

Tiefling.

Half-orcs are greeted with a practical caution, but tieflings are the subject of supernatural fear. The evil of their heritage is plainly visible in their features, and as far as most people are concerned, a tiefling could very well be a  evil straight from the Nine Hells. People might make warding signs as a tiefling approaches, cross the street to avoid passing near, or bar shop doors before a tiefling can enter.

Cargando editor
20/02/2015, 08:51
MacHurto

Aplicaremos esta

SIDE INITIATIVE

Recording initiative for each PC and monster, arrangin everyone in the correct order, and remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced,  ry using the side initiative rule. Under this variant, the players roll a d20 for their initiative as a group, or side. You also roll a d20. Neither roll receives any modifiers. Whoever rolls highest wins initiative . In case of a tie, keep  erolling until the tie is broken. When it's a side's turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both  sides have completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle is complete. This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies and take them out before they have a chance to act.

Cargando editor
16/03/2015, 23:03
MacHurto

Dodge:

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start o f your next turn, any attack roll made against you has disadvantage if you can see the attacker (*), and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.

Notas de juego

(*) Por ejemplo, Alton no tiraria con desventaja

Cargando editor
23/03/2015, 08:35
MacHurto

He estado pensandolo y me rompe un poco el suspension of disbelief el hecho de que los HPs se recuperen por la noche y que acabar incapacitado no tenga mas consecuencia que:

"ok, vamos a dormir, que mañana por la mañana ya veras como estas mejor"
"Pero doctor, me volvera a crecer la pierna?"
"Claro, coño. Esto es D&D, no los Monthy Pyton"

Asi que vamos a meter (desde ahora, sin efectos retroactivos para Calethos) la regla de heridas. Supongo que estoy influenciado por el SW, pero que los HPs sean abstractos y se recuperen con facilidad me parece bien (es un setting heroico, al fin y al cabo) y se puede pensar que son cortes, magulladuras, contusiones, etc. Que si, que al dia siguiente te duelen, pero sigues adelante. Pero si te dejan incapacitado, ya es algo gordo que no se cura por echarse la siesta.

Asi que lo hacemos como sigue:

Si te quedas incapacitado, haces una salvacion por Constitucion (DC 10). Con un fallo, es un efecto permanente y solo puede ser curada con magia. Con un exito, es algo que se cura de forma natural siempre que se tenga acceso a un curandero. Tiempo de convalescencia a discreccion del DM.

LINGERING INJURIES (d20)

1. Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. Si no es permanente, en 1d6 dias o con curacion magica

2-3. Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. Si no es permanente, no hay amputacion, simplemente el brazo/mano queda inutilizado. Se cura con con curacion magica o en 1d6 semanas

4. Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. Si no es permanente, no hay amputacion, simplemente el brazo/mano queda inutilizado. Se cura con o con curacion magica o en 1d6 semanas

5. Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Se cura con curacion magica. Si no es permanente, en 1d6 semanas

6-8 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Se cura con curacion magica. Si no es permanente, en 2d6 dias

9-11 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.

12-14 Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma Persuasion) checks and advantage on Charisma (Intimidation) checks . Magiical healing of 6th level or higher, such as heal and regenerate, removes the scar.  Si no es permanente, se cura con con curacion magica o en 2d6 dias y se convierte en Minor Scar

15-17 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively , someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.

18-20 Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

Notas de juego

Es un poco meter una regla un poco superflua ya que casi todo se cura con facilidad con un cure light wounds, pero a mi me deja mas tranquilo, que quereis que os diga.