Game Master
ThomasG5 (Irit 13|Rei 7|Aka 4)
Pronouns: He/Him
Completed Adventures:4
Last Adventure:5 days ago
UTC+1 Euro times baby
While I'm very familiar with 5e and 5.5e I'm also pretty green as a DM.
Most of my quests are very light on plot/narrative in favour of quickly getting into the action of combat. My aim is to make every combat and quest a proper test of skill and resource management. I wouldn't want things to get too easy or kill anyone outside of significant misplays.
DM table rules
- Here to have fun: Banter is great as long as everyone is civil and respectful.
- PvE only: There won’t be a need for PvP. In the rare cases that PvP is relevant it’s only allowed on the condition that every involved party agrees.
- Flanking (players and monsters):
- If 2 allied creatures are flanking an enemy (draw a center line through) they get a +2 bonus to hit.
- If 3 allied creatures are flanking an enemy they can choose between the +2 or advantage
- Grappling: 2014 grappling rules. Monks can use dexterity (athletics) when initiating.
- The I in RAI: Sometimes the rules are clunky or silly. I’m more than willing to bend them at times.
- Fuzzy environment: There are limits to what I might describe in a scene. If you’d like to use something that wasn’t described, it might be there after all, within reason.
- In the moment: Everyone is expected to be present. Real life can happen, but give a heads up. If you’re inactive on your turn you risk losing it. If it happens repeatedly you risk removal.
- It’s your sheet: Learn your character before the session. Questions may arise, but you are expected to be able to pilot your character.
- Prebuffs:
- Anything lasting 8 hours or longer can be done “before a short rest”
- Anything lasting 24 hours or longer can be done “before a long rest”