Thematic Setting - A heroic campaign with gothic fantasy motifs and themes.
High Magic - The campaign setting would be classified as high magic relating primarily to the number of magic items in the world, noting that the high magic element cuts both ways.
- The people of Kyme have little spare coin and there is much competition for adventurers' work, so there will be measured rewards in currency. Trade and exchange is more viable an option for most merchants with large transactions.
Leveling - The party will begin at the level given by the DM and the advancement will be based on the progression through the story.
Starting Equipment - Magical equipment will be based on the PC backstory, everything else will be based on the equipment from the Player's Handbook
- Gold is based on background and might be altered based on starting level.
The Rule of Cool - The player can accomplish anything with the right dice rolls as long as it fits within the world, even if the actions bend the rules.
Player Agency - Players and their characters drive the story, mainlining the overarching narrative is an option, but the world is open.
Player Feedback - Each session will invite dicussion and comment about what you liked or didn't like. You are spending the hours playing the game, let me know what can be better.
- All character types are viable, each skill feature, and play style will receive its due and chance to shine. The "ribbon" abilities and skill/tool proficiences will be just as useful as getting that +1 to damage rolls, rewards await for both.
Healing Surges - As an action, a character can use a healing surge and spend up to half of their Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
A character who uses a healing surge can't do so again until he or she finishes a short or long rest.
Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).
Inspiration - Players will award inspiration at the DM's discretion, but a single die will be shared amongst the players pushing for inspiration to be spent quickly and awarded with reason.
Resting - A Short Rest will be a 1 hour allowing for Hit Dice to be spent at the end of the rest. A Long rest is a period of 8 hours that will restore hit points as well as restore spent Hit Dice and spell slots.
Casting Time - Spellcasting is allowable up to 2 spell levels if using both an action and a bonus action to cast spells. Otherwise the normal rules of spellcasting apply.
Death Matters - When death takes a character it is not the casting of a spell that will return them, but it is their connection to their life and those around them that will once again bind their soul to the material plane as well as returning to life has long term effects.
Death Saving Throws - When falling unconscious and have failed death saving throws, you retain any failed death saving throws until you complete a long rest.
Perception Checks - Passive perception will govern much more of what the characters will notice so perception is not an essential skill for each and every character.
Looting Mechanics - Looting a creature or container will be governed by 3 different skill checks which can yield different results when necessary. Dexterity (Sleight of Hand) checks will allow for the quickness of hand to find loot. Intelligence (Investigation) checks will take the patterns of encumbrance and storage in order to attain loot. Wisdom (Perception) checks utilize a broader range of senses to indicate what loot is to be had.
Looting Outcomes - Loot will be assigned by the individual who finds the loot. If your character is next to the body, you can say you are going to loot the body or if someone else speaks up and indicates they are looting, you still have first call if you are closer. If equal distance a contested check will be called for.
Identifying Objects - Common or Uncommon magic items will have their properties revealed with the casting of the identify spell. Rare, Very Rare, Legendary require the greater identify spell be cast to reveal the properties.
Potions - Magical potions in Kyme are rare and costly as they are viewed as a powerful and dangerous magic. Giving anyone with the ability to quaff a potion the benefits of magic. For this reason a common healing potion costs 500 gp and each level of rarity above four times that amount.
-Common - 1,000-5,000 gp
-Uncommon - 5,001-20,000 gp
-Rare - 20,001-50,000 gp