Aug 28, 2018

OneNote dump from my current podcast

Podcast located here.

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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