The Shielded Lands/Campaign Rules

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Revision as of 21:01, 29 June 2023 by Underdark (talk | contribs) (Created page with "Category:D&D Category:Rules Category:The Shielded Lands <onlyinclude>These rules govern The Shielded Lands.</onlyinclude> == General Rules == # Every player is allowed one character at a time, created according to the character creation rules # Time will be tracked according to the campaign calendar #* The current campaign date is {{The_Shielded_Lands/Date}} # The entire party has one XP value, which is used to determ...")
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These rules govern The Shielded Lands.

General Rules

  1. Every player is allowed one character at a time, created according to the character creation rules
  2. Time will be tracked according to the campaign calendar
  3. The entire party has one XP value, which is used to determine every player's level (e.g., when the party has 2,700 XP, the entire party is level 4)
  4. Magical items are not "identified" during a short rest. Rather, a character can spend one hour to attune to the magical item to determine what effects it may have and how to use it.
    • This does not reveal the name of the item, or any secret effects, nor does it consume any of the charges (if any) the item has.
    • This is done in lieu of a short rest, during the same time period.
    • The identify spell works per RAW.
  5. Falling unconscious due to 0 HP requires death saves per RAW. If the character survives, they gain a point of exhaustion upon waking.
  6. To use the help action with a skill check, the helper must be proficient in the skill being checked.
  7. The spell Counterspell does not exist and may not be taken under any circumstances.
  8. Some feats have been adjusted, as listed below
    • Mage Slayer
      The attack made as a reaction from this feat occurs before the spell triggering the feat finishes casting. This means that successfully causing damage to the spell caster will require a concentration save to finish casting the spell. Failing this concentration save results in the spell being lost but the spell slot still having been spent.

Travel Rules

While traveling distances in the world, you can only travel a certain distance per day when using your normal walking pace

Travel Distances
Pace Speed Other Effects
Fast 30 miles 5 passive Pereception
Normal 24 miles
Slow 18 miles Able to use Stealth

These speeds are subject to change when traveling over harder to traverse terrains or during adverse weather conditons

Rules Updates

  1. These rules may change from time to time
  2. Generally, at least one weeks notice will be given before changes are made
  3. Any characters already in the party that complied with the previous version of the ruleset is grandfathered into the new rules, though any new characters must comply with the latest version of the ruleset at the time of their introduction.

Notes