--- /dev/null
+[za3k](/) > [floating islands](/floating_islands/) > about
+
+# About
+## When and where
+- Play is by voice on Discord, and on roll20.
+- Sessions are every week, same time, every Tuesday. Game will be 2 or 3 hours.
+ - 6pm-9pm PST
+ - 9pm-12 midnight EST
+- We'll try and do a 15-minute break
+- Cancelled sessions will be rare but in the Discord if they happen.
+
+## Expectations
+- Show up every week and be on time
+- If you can't show up, let us know ahead of time. We'll play with 3+ players.
+- Generally nothing is needed from players between sessions.
+- Have a copy of the D&D rules (PDF is fine) and know the gist of the rules.
+
+## Other stuff
+- All experience levels welcome, none to lots.
+- Hopefully we'll be playing a while!
+- Sessions are recorded. The recordings will never be posted anywhere, they're just for the DM.
+- Session recaps are posted on the discord.
+- Session zero will be 2022-03-12.
--- /dev/null
+[za3k](/) > [floating islands](/floating_islands/) > house rules
+
+# House Rules
+- See "Character Creation" below when making a character
+- Mostly we're using rules as written, nothing too crazy.
+- We ARE using the optional flanking rule. If two PCs (or enemies) are directly opposite an opponent in melee, they get advantage on melee to-hit rolls.
+- We ARE using the optional feat rule.
+- We ARE allowing multiclassing. (But limit of 2 classes.)
+- We ARE NOT using the optional cleave rule.
+- We ARE NOT using inspiration, healing surges, or hero points. The "Lucky" feat is not allowed.
+- We are using MILESTONE levelling.
+- Skills
+ - Take 10 rule: If there is no time pressure (cooking, searching a room), you can choose to "take 10" and act like the die came up 10 instead of rolling.
+ - Take 20 rule (standard rules): If you have unlimited time and there's no penalty for failure (for example, carving a statue out of wood), you can "take 20" and act like the die came up 20. Your character can does the task carefully and takes much longer.
+ - If the party is using one approach, they make one roll. The entire party won't roll separate perception checks to look for a secret door. If one person is checking the map for secrets, another is searching the bricks, and a third is interrogating goblins about the location of the vault, they'd make three rolls (one per approach).
+- Generally players are expected to track their own HP, rations, torches, encumbrance, etc
+- Magic effects may sometimes interact unexpectedly, for example drinking two potions at once, or casting levitate while on a flying broom.
+- The wild magic sorcerer's surge table is too short, so the DM will use a 10,000 effect web table or make up an effect.
+- Magic Items
+ - Magic items can be bought in friendly lands
+ - Found magic items are not automatically identified after a rest. Players will need to cast Identify, or study any found items in-game. Most will be easy to figure out.
+ - Players can craft magical (or non-magical) items.
+ - Players can craft 25gp of items per day. For magic items, this doubles at 5th level, 10th level, 15th level, and 20th level.
+ - Supplies cost is half of the finished product cost.
+ - There is a spellcasting level requirement
+ - Common (3rd level)
+ - Uncommon (3rd level)
+ - Rare (6th level)
+ - Very Rare (11th level)
+ - Legendary (17th level)
+ - Players must be able to cast any spells mentioned in the item description to make it.
+ - Store-bought and player-created items with limited charges (wands, etc) don't recharge, but have 50% more charges (round down). Found items will usually recharge.
+
+## Character Creation
+1. **Once you start rolling dice (attributes, HP, or starting GP), no takebacks**. If you don't like your rolls, tough.
+1. Generally, if you want to make some changes to fit your character idea, ask! I'm pretty open to it, and while I might not always say yes, I'll at least offer an alternative. Anything aesthetic-only will almost certainly be approved (ex. changing spell descriptions without changing game effects, or changing what starting equipment looks like).
+1. Add yourself on roll20. Ask the DM for a character sheet (and character sheet for a familiar if needed)
+1. **Level**. Match the level the party is at.
+1. **Attributes**. You may choose any of the following methods:
+ 1. Roll 4d6 six times, each time discarding the lowest die. Re-order however you want.
+ 1. Take the standard array: 15, 14, 13, 12, 10, 8
+ 1. Use standard point buy (27 points)
+1. Allowed **classes and races**:
+ - The Player's Handbook. You may use "variant human" if you want.
+ - Volo's Guide to Monsters
+ - Xanathar's Guide to Everything
+ - Tasha's Cauldon of Everything. You can use custom lineage.
+ - YES: Artificer, Warforged
+ - YES: Aarakocra
+ - NO: Artillerist, Gunslinger (no gunpowder or guns please)
+ - NO: Unearthed Arcana
+ - Anything else, ask!
+1. If you want to tweak your **background** or make a custom background, the answer is yes for anything in the standard "custom background" options, ask me if you want to do anything else
+1. **Languages**: Standard. Exotic languages like Celestial are allowed.
+1. **Skill proficiencies**: Standard
+1. Starting **equipment**. Start with up to 50lb of nonmagical equipment, no price limits. Add one common magic item.
+1. Write a **character bio**. Include
+ - Why your character is adventuring at all, and why they're adventuring with the party in particular. What is their goal for the next week? The next three months?
+ - Your character was summoned as an expert by the Pharoah. Why does he think they can help? Are they an expert in anything?
+ - What do they look like physically?
+ - What is their personality like?
+ - What's their backstory?
+ - What people or organizations might they have ties with? Are the ties good (allies), bad (enemies), or neutral?