Basic DnD Rules
A basic overview of the realms modified DnD rules.
In order to allow new players to easily roleplay during streams; the realm uses a simplified version of Dungeons and Dragons we've developed we like to call "DnD Lite". These rules use standard DnD 5E rules in some places, and simplified homebrewed rules in others.
Character Stats
To start, let's talk about your character's Armor Class and Hit Points.
Armor Class (usually shortened to AC) represents how difficult it is for your enemies to attack you. All players start out with an Armor Class of 13. You can purchase shields and different armor buffs to increase your AC even further.
Hit Points (usually shortened to HP) represent your characters health. Every player's character has a max of 20 Hit Points. If you're Hit Points drop to 0, your character will fall unconscious. There are ways to replenish your HP during stream, like potions and guild casts, so make sure you stay well stocked!
Adventuring
Whether Airoh is guiding players through a dusty dungeon or exploring the complex relationships of a royal court, the game follows a natural rhythm:
Airoh describes the environment.
The players describe what they want to do.
Airoh narrates the results of their actions.
The most common way to resolve situations in DnD is through ability checks.
Ability Checks
An ability check tests a characterβs or monsterβs innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC.
To make an ability check, roll a d20 and add the relevant ability modifier if any. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success β the creature overcomes the challenge at hand. Otherwise, itβs a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by Airoh.
The six abilities and their associated skills (No skills are related to Constitution) are as follows:
Strength
Athletics
Dexterity
Acrobatics
Sleight of Hand
Stealth
Constitution
Intelligence
Arcana
History
Investigation
Nature
Religion
Wisdom
Animal Handling
Insight
Medicine
Perception
Survival
Charisma
Deception
Intimidation
Performance
Persuasion
Combat
When combat starts, every creature involved rolls "initiative".
Initiative determines the order of turns during combat. Roll a d20 to determine your place in the initiative order. Combat proceeds from highest initiative to lowest.
Your Turn
On your turn; you can move, take an action, and take a bonus action. You can do these in any order you'd like.
Move
On your turn you are able to move up to 30 feet. You can break up your movement on your turn, using some of your speed before and after your action.
Action
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your guild, or an action that you improvise. When you describe an action not detailed in the rules, Airoh will tell you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Attack - The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers if any. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits.
Dash - When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Disengage - If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
Dodge - When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.
Cast - Some guild casts require an action to activate.
Hide - When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide. While hidden you may gain special benefits, for example, you may gain advantage on attacks against those who can't see you.
Ready - Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." Remember that you can take only one reaction per round.
Search - When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Use an Object - You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action.
Bonus Action
A bonus action allows you to do certain less complicated actions on your turn. The two most common bonus actions are using consumables and casts.
Using Consumables - Potions and other consumables require a bonus action to use unless otherwise specified.
Cast - Some guild casts require a bonus action to activate.
Free Action
Some actions take no time at all and therefore they don't require an action or bonus action. A good example of this is speaking. There are other times where something you'd like to do falls under this category, it is up to Airoh to decide.
Reaction
A reaction is a unique action because it only happens in response to something else. A reaction will specify what it is triggered by. You can only take one reaction per round. The two most common reactions are opportunity attacks and casts.
Opportunity Attack - You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
Cast - Some guild casts require a reaction to activate. The cast will specify what triggers the reaction.
Flanking
During combat, your position on the battlefield matters. If you successfully flank your opponent, you gain advantage. To flank an enemy, you need the help of an ally. You and your ally must position yourselves on opposite sides of the enemy. See the diagram for an example.
Cover
During combat, there will be obstacles you and your enemies can use as cover. You can either be in half cover or three quarters cover.
Half Cover - While successfully in half cover, you gain a +2 to your AC and a +2 to dexterity saving throws.
Three Quarters Cover - While successfully in three quarters cover, you gain a +5 to your AC and a +5 to dexterity saving throws.
See the following example to determine if you are successfully in cover.
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