GMbinder here.
Inspiration:
Ways to use your
inspiration:
- reroll (not advantage, just reroll) any roll (even mine!)
- add a flat 5 to the roll
- take an extra action
- Auto Stablize
- "If only..." (I had a 1 more spell slot, bought this, grabbed that, etc
- Spend for 50 xp (10xlevel?)
- You can use it to have retroactively planned or done something _plausible_ offscreen (brought a specific tool, told someone something, etc) but you have to act it out.
- You can use it to introduce a plot connection with a character that's plausible. ("Wait, is that guard Murray the Guard? We went to school together.")
- Regain one short rest ability
Gaining inspiration:
- RP a flaw
- doing nothing during downtime (not investigate, work, or train)
- They gain inspiration if they press through multiple encounters without a long rest (after 2).
- Reminding me of something not in their favor, like that I haven't used the boss's Lair Action this turn.
Travel:
Days travel adds to
DC
Region adds to DC
Easy
|
City
|
Moderate
|
Borderlands
|
Hard
|
Wildlands
|
8 successes/ 3
failures
Each failure means
roll on the table
d12
|
|
1
|
1 per level worth
of abilities (2nd level 2 spells/abilities)
|
2
|
+1 Exhaustion
|
3-4
|
Encounter (2nd or
third means harder encounter)
|
5
|
Lose level/2 hit
dice
|
6-8
|
Lose 2*PCs pieces
of equipment (bolts/arrows etc count as sold)
|
9-11
|
Lost add 1 day per
level
|
12
|
Lose 1 from
attribute used until long rest
|
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