Cassini, Tonkiness, Great voyages of Zheung He Ships from a far off foreign land passed by a decade ago and legends of the tales they told have spread to your part of the world. The Grand Tour The heroes visit Fantasy Japan, Fantasy Egypt, Fantasy Northland, etc... POLITICS: Medium-Low ROLEPLAYING​: Medium-High TACTICS: Medium-Low Player Buy-in: ​Visiting lots of different locations and cultures has to sound cool. You won’t start in a town and eventually become the heroes of the barony, but you’ll become legendary heroes across the world. You’ll constantly be leaving the people you’ve met behind, but you’ll eventually have a base you return to after completing each quest. Eventually, you’ll have allies and enemies all across the world! goal: get to level 20 find people to train you in downtime they'll ask for payment (1-10 gold per day/class) better trainers give you more XP per class all trainers teach you less and less each time you return as they run out of things to teach you this encounrages you to constantly move on from city to city to find fresh trainers travelling like this also costs money so your main goal is to find money adventures outside town can get you things that help you make money inside towns there might also be communities that can point you towards trainers out in the wilderness beats of the campaign find out what there is to do in this area identify useful people and institutions spend some of your gold on training get a little XP from that XP = 100 ^ (adventures you've had since first session - attended sessions) SELF-DIRECTION MAGIC LETHALITY Levity/seriousness Mature/sex/graphic Weird Backstory Exploration HOMEBREW semi-hardcore rest rules long rest 2d3 days of light activity max hit dice recovered short-rest full night's sleep roll hit dice to recover long rest features 1 hit dice recovers 1 use, min roll recovers nothing, max rolls recovers all uses for casters, each spell level counts as a standalone feature half hit dice recovered (rounded up) no hit points recovered can spend short-rest recovery features (hit dice, arcane recovery...) health health rules that make reaching 0 hp bad character dies at -max HP crits are called shots? 0 HP gets you the "injured" status combat simultanious-actions combat, only roll initiative when the order matters maybe rock-paper-scissor combat? (engage-disengage-intercept) move as reaction? engage action engage with everyone in front of you that's within reach (up to 4?) impose disadvantage on any melee attack by those guys (basically limited dodge action) get an oppertunity attack if they attack you but don't hit equipment expect to lose your equipment sometimes, or have it wear out some equipment will have extra pros and cons without being magical armor light armour 11-13++ medium armour 12-16+ heavy armour 14-19 shields +1-+3 weapons spears with reach exist rapiers do not exist, you get a scimmitar or longsword instead longswords that have "d6/d8(v),finesse" exist I'll refer to the "regular" longswords as "bastard swords" glaives are d8, finesse, heavy, reach, two-handed d8 might be too strong? RACES human humans are the most common and diverse you can bring me almost any human character and I'll likely be happy their story of why they go adventuring dwarf (hill, mountain (use grey for mountain)) elf (high, wood, sea/dark) hobbit (lightfoot only) orc/half-orc these races have their own distict culture and history which will have a big influence on your character ask me about this before playing them some of these races can be found in metropolitan areas, where they don't really have a culture of their own make something of their flavour so that your character isn't just a funny-coloured human dragonborn plane-touched (tiefling, aasimar, genasi) goblin (regular/green, hob/pale, bugbear/fur) gnome (forest, rock, deep) I don't really know what I'm doing with dragonborn and gnomes these races are largely doing their own thing and I don't think that thing is very adventure-y so they're as playable as goblins right now dragonborn are in a bit of a sad spot, being in the a mid-life crisis for their culture gnomes are super isolationist, moreso than hobbits and goblinoids are kind of happy working towards their own goals, as part of their own weird family it's going to take a bit of gymastics to come up with a reason for any of these to be in the party but you're welcome to try other races exist, but are not found in the starting region no half-elves, no half-anything half-orcs are reflavoured as orcs humans are like half elves that choose their +2 +2 to a stat of your choice, +1 to any other two stats of your choice +1 skill proficiency +1 tool proficiency +1 language proficiency 5 ft darkvision orcs use PHB half-orc features and flavour like humans but better at strength than skill have the "warrior gene" like to make their strength useful to the clan have unconnected villages scattered about the world basically grog should have been an orc a fair few living in cities where they enjoy their strength being in high demand whilst other races handle the boring jobs in life many a city has more orcs is it's garrison than the rest of the population a smart orc would make a great eldritch knight so tarvis was also a good example elves are awesome elves are the only "magic/divine folk" race, everyone else is ordinary....mostly they've got a whole origin story thing that you can know about if you commit to one very easy-going, don't work long days, don't need much so are mostly fuelled by whims, passions, fears and other emotional stuff drow are dazzled in bright light but can wear sunglasses drow are not default-evil and get a 30 ft swim speed really not very haughty or proud (except wood elves), but do still see themselves as above the worries and problems of others high elves are like 16th century jews or gypsies; you'll find a few in most cities many wander from city to city, only settling when they find something to do for a while least isolationist, middle settled wood elves live like gauls; 1,000s of aches of small villages the most settled and isolationist of the elves, bordering xenophobic. hate hearing about your sadness crepuscular (twilight-active) dark elves are like polynesian sailors (or like the gyptians in northern lights) the least settled of the elves, some live on boats, middle isolation nocturnal (night-active) detached from the world, sinking into their surroundings, watching the world go by high - want to soak in that city feeling, +INT because they tend to be more well-read wood - want to soak in all the forest nature, +WIS because they're in tune with their surroundings dark - want to stare at the night sky, +CHA because they meet new people the most, and views of the night sky are best done from the sea hobbits like the borrowers, only size:small rather than size:tiny they're all basically borrowers, concerned mostly with their next meal townie hobbits/lightfoot are quiet artisans who'll have a quiet corner of a town to themselves townies are definitely more like borrowers get along well with dwarves and humans country hobbits are from the shire or dai's town tend to wander about a bit, maybe a little close to forest gnomes? get along well with wood elves because they know how to behave in the countryside are full of stories and don't have much to complain about and seeing all of the sky means being well-travelled dwarves hill, mountain, grey grey dwarves are dazzeled in bright light but can wear sunglasses dwarves turn an entire mountain into a cityx hill dwarves will have the most contact with the outside world via trade different dwarf clans are found in different parts of the city grey dwarves prefer to stay inside the mountain mountain dwarves prefer to stay on top of the mountain hill dwarves prefer to stay on the side of the mountain know how to run a city: honor, law, work, discipline, martial, etc nope goblins? goblin +1 CON 30ft 60ft darkvision green +2 DEX small climb 30ft cunning action adv. on climbing & falling hob +2 INT medium light armour intimidation prof. simple weapons & whips bug +2 STR medium orc-large stealth prof. cold resistance dragonborn roll a d20 when using their breath weapon roll under or equal to character level to get another use counts as off-hand attack, rather than costing action 5 ft darkvision plane-touched human-based only natual-born sorcerers & paladins aasimar protector only no radient soul command spell at 3rd level silence spell at 5th level tiefling PHB features genasi? CLASSES barbarians bards clerics might need a small mid-level buff around the time you get divine intervention, some extra stuff might happen... druids moon circle wild shape CR is 1/3 level only affects level 2, which is now limited to CR 1/2 fighters monks paladins no alignment restrictions, but I will hold you to your oath! choose spells like a ranger or sorcerer (use the ranger table) rangers talk to me before considering this class NOT revised ranger, PHB has fewer "you win" features ...actually fuck it, maybe ban ranger, those spells aren't that cool or unique anyway play a fighter or rogue and flavour yourself maybe I'll let you take ranger spells and use WIS if you go EK or AT maybe swap them out on long rest? rogues thieves' cant is too pidgeon-hole-y, getting rid of it as an admission that it won't come up maybe replace it with something that makes you better at recognising, breaking and inventing secret codes sorcerers are awesome get to look like one of the plane-touched races if you pick something besides wild magic aasimar/cherub for favoured soul tiefling/imp for shadow magic dragonborn/kenku for dragonic bloodline genasi for great for people who want the warlock flavour of being given magic by a powerful being, but don't want to play by a contract divine soul for celestial patron wild magic for fey or old one patron shadow magic for fiend patron "it just happened" is still a cool sorcerous option, tho dream spells 2nd level feature get one free vacian-style spell at the start of the day takes up concentration until cast once per long rest can be any known spell (including cantrips) and have any known metamagic option can be cast at any level equal to or below quater your sorcerer level, rounded up (so a new spell level per tier of play) (1st@lv2, 2nd@lv5, 3rd@lv9, 4th@lv13, 5th@lv17) must be a known spell, may have a known metamagic option wild magic custom wild magic table 1st level always roll the d20 dm rolls under or equal to the level of the spell slot used to surge player can opt to roll to prevent or force a surge player rolls under or equal to their level to succeed 6th level dream spell can be chosen from the whole sorcerer list can use any metamagic option for the dream spell dm's roll is automatically a 20 if this spell is a known spell+metamagic combination and cast properly 1 if this spell is lost through a failed concentration check or not a known combination 14th level the player's roll is the one with advantage change the dream spell on a short rest wizard warlocks INT casters, not CHA I will hold you to your pact! see sorcerer too, which is great for people who want the warlock flavour of being given magic by a powerful being but don't want the small print that comes with the pact divine soul for celestial patron chaos vs law, wilderness vs civilization, celts vs romans, hillfolk vs han, etc