Do you go to the dungeon?

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rules:houseruled-spells-and-abilities [2023-03-26 18:35] – Ability Scores www-datarules:houseruled-spells-and-abilities [2026-01-08 10:52] (current) – Made some non-alphabetical edits www-data
Line 74: Line 74:
 #### Fire Elemental "walk-through" #### Fire Elemental "walk-through"
  
-  * No more than 6 people can be lit just by moving through them. Also, if you want to light people who are in separate mêlée groups, you need to light everyone who is in your group before moving on.+  * No more than 6 people per round can be lit just by moving through them. Also, if you want to light people who are in separate mêlée groups, you need to light everyone who is in your group before moving on.
  
 #### Thorn Whip #### Thorn Whip
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 ### Find Familiar ### Find Familiar
  
-The PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. For Zakharan characters, the familiar is instead always an elemental instead of its normal type.+The PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. For Zakharan characters, the familiar is instead always an elemental instead of its normal type. On Gåvoplaneten, we just use the spell normally.
  
 ### Remove Curse ### Remove Curse
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 "At the start of your first turn of each combat" means in association with your first main action each combat. "At the start of your first turn of each combat" means in association with your first main action each combat.
  
-### Reincarnation in Zakhara+### Reincarnation 
 + 
 +#### Reincarnation in Zakhara
  
 - 01 Earth Genasi - 01 Earth Genasi
Line 184: Line 186:
 - 77-96 Human - 77-96 Human
 - 97-00 Goblin - 97-00 Goblin
 +
 +#### Reincarnation on Gåvoplaneten
 +
 +- 01-04 Skunk-Skirm
 +- 05-21 Daab
 +- 22-42 Skajra
 +- 43-46 Klo-Skirm
 +- 47-52 Kabrid (and retire the character until they can re-reincarnate)
 +- 53-54 Artificial being (mechanical type — warforged)
 +- 55-56 Artificial being (vat-grown type — orc)
 +- 57-60 Härm-Skirm
 +- 61-68 Slink-Skirm
 +- 69-70 Mutated human (dao allele)
 +- 71-72 Mutated human (marid allele)
 +- 73-74 Mutated human (djinn allele)
 +- 75-76 Mutated human (efreet allele)
 +- 77-96 Human
 +- 97-98 Mutated human (tiefling allele)
 +- 99 Mutated human (aasimar allele)
 +- 00 Mutated human (goliath allele)
 +
 +### Zone of Truth
 +
 +A la Pathfinder: you only get one save (when you first enter the zone
 +the first time) *but* you can choose to fail. We'll use dice cards to hide your decision and the roll.
  
 ### Charisma-based Saves ### Charisma-based Saves
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 #### Keen Mind #### Keen Mind
  
-Please don't use the 5e version of this feat. One D&makes more sense.+Please don't use the 5.1 version of this feat. 5.2 makes more sense.
  
  
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 ## XP and levels ## XP and levels
-### Injuries and XP 
- 
-Injuries help you level faster as long as you remember to bring them 
-in play. See [[School of the hard knocks]] for details. 
  
 ### Trading and XP ### Trading and XP
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 If you establish holdings you can get better prices in a region, as does If you establish holdings you can get better prices in a region, as does
 clearing out trouble and danger from the region. clearing out trouble and danger from the region.
- 
-### Monster XP 
- 
-Overcoming challenges (such as monsters) gives you XP (killing them, 
-sneaking past them, or any other way). You can't double dip (if you 
-kill a monster that you earlier snuck past, you don't get more.) 
- 
-You don't get this XP right away. It's withheld until you succeed on 
-goals; the default goal is finding treasure (optionally a character 
-might have some other goal; decide with DM and group ahead of time). 
- 
-I just freestyle it to the best of my ability: I eyeball it and go 
-like "OK, this seems like a big treasure, but they don't have that 
-much withheld XP left, so how about 300 xp for them". 
  
 ### Sidekicks and henches ### Sidekicks and henches