User:ESONJ/oneshotrules
1. Don't talk over or interrupt other players. I am the DM. Only I can do that.
2. Healing Potions are yourself are a bonus action. You can use an action to give one to someone else or gain max healing by drinking one yourself.
3. If you die during the one shot, you can forgo a reward item at the end of the game, or pay the resurrection fee to be resurrected after one minute if you would like. If we are on DND Cosmos you can forgo the item at the end of the game for the same,
4. If you ever feel uncomfortable or that another player or myself are making the game not a safe, fun, or otherwise positive place for you please DM me and let me know, I can't address the situation if I don't know it needs to be addressed.
5. I use the following Variant Rules. Creature Identification, Link Provided Upon Request.
6. If you want to use inspiration on your own roll, you can do so after the roll, if you want to use it on someone elses roll, you must declare so before.
7. You can only assist on a skill check if you also have proficiency in that skill, have jack of all traits, or are able to roleplay why you should be able to assist
8. The game is built around one short rest. Any further rests taken besides that unless I explicitly say its's ok, will likely result in future encounter difficulty being modified.
9. Death saving throws are whispered to the DM.
10.' No PVP is allowed without consent from both parties. This includes casting AOE spells that hit party members, using abilities that the other person does not wish to be used on their PC, and doing damage to party members. If You attempt to initiate PVP, you are considered to have consented for others to engage in such against you.
TIER 1
T1-1. Characters of 1st and 2nd level count as 3rd level for the purpose of hit points and hit dice and all characters regain a 1st-level spell slot at the end of each combat encounter.
Optional Rules
OR-1Healing Surges (DMG 266). Immediately after using a healing surge, characters can Dodge as a bonus action. You regain half of your maximum hit dice at the end of a short rest (instead of a quarter).