Table Rules

Using More of Your Stats
This is a set of rules that make your base ability scores have more impact on your character, affecting carry weight, attunement, and skills. We aren't using the change to Dexterity, and only the Berserk barbarian subclass benefits from the Constitution change.

Everybody Gets One
When you get knocked out, you don't suffer any penalties as normal. However, each additional time you go unconscious before a long rest will automatically add a level of exhaustion to your character. While this can start a death spiral, those are the times when you're outmatched or out-lucked, and you should run or surrender. Killing a person who has surrendered is a war crime, and is a safe if not embarrassing out against humanoids, and many intelligent creatures won't bother to chase you down unless you've put them in a situation where you can't be allowed to live, like if you stole their magic item that would cure their Magic Aid's.

Strongholds, Recruits and Businesses
The PCs should probably expect a keep or home base in one way or another at some point to call their own. This is a simple set of rules and stuff to keep track of all that stuff.

Players can also spend resources to provide additional income by acquiring or starting businesses or their own. That's something to ask me about since it will have to be done on a case by case basis, not all bars are created equal.

Players can also find and recruit None Player Character's to assist them on adventures. These can range from simple 20 gold a day healers, to full fledged adventurers that you pay with equal share. For most of these followers, you will just get a sheet or stat-block and control them yourselves. Followers with personalities or secret bullshit will be piloted by me for a week or two and then turned over. Important note: Followers will almost never be better than you at anything. Their stats are probably lower than yours, and their skills will be picked to deliberately keep you the best at the thing you wanted to be best at. Just keep in mind, most None Player Character's don't have a spark, and can't deal with the punishment Player Character's can.

Spark
By default player characters follow normal long rest rules. Particularly battered PCs and most NPCs follow the gritty long rest rules where a short rest is 8 hours and a long rest is 7 days, as well as needing a healer's kit to roll hit dice.

Fate
Sometimes a player does something exceptional. Be it role-play, clutch moments, or maybe you donated bone marrow or an organ, perhaps even willingly. In these circumstances, I might award Fate. This is a single use, only hold one, deus ex machina bullshit point. Expend it to turn any roll at the table into a critical failure or critical success, max a roll, or stay at 1 hp instead of dropping to 0.

You are not allowed to tell any players you have Fate. I tell you when you get one via some of sliding into your DM's. Keep it hidden, preferably off your sheet. If any player figures out you have a point of Fate, you lose it. Spending Fate is meant to be dramatic and surprising, and if everyone plans their boss fight around spending Fate on the paladin's attack to critical it loses its luster.

Sometimes I goof and make something too hard (but it's usually that way on purpose), or the table makes a million bad choices in a row and are about to Total Party Kill. Fate can (and has) turned that around.

Fate Used Edit

Table + Dice Rules
Nat 1's don't mean auto failure on anything. Nat 20's aren't auto successes on anything but attack rolls. This is technically the rules as they are written in the book, with the exception of Nat 1's failing attack rolls because all it does is gimp fighters. If you get to the point where you have +14 to hit and roll a one, that AC 15 mage is still getting hit. You're essentially a demigod, you don't trip over your own feet anymore

If your die falls off the table it fails. A d20 is a miss or failure no matter what, a damage roll is 1 point regardless of mods.