Rulings

Skill Checks

[!rule-fix|subtitle] Skill Checks Group Checks Occasionally a “Group Check” will be called for. When this occurs the party will either:

  • Elect a single person to attempt the check
  • All attempt the check with a success being determined by half or more of the players passing the check.

[!rule-fix|subtitle] Skill Checks Help Action When using the Help Action, both players roll for the check with their own bonuses and take the highest between the two of them

Combat

[!rule-fix|subtitle] Combat Weapons in Combat

  • Switching weapons in combat is takes an action. This is to prevent mid-to-late game weapons from being freely swapped and abused during combat.
  • Putting away a weapon in combat is a free action. This is to allow the use of a catalyst to buff a two-handed weapon and strike with it in the same turn.

[!rule-fix|subtitle] Combat Initiative Groups If a player (or enemy) is adjacent to an ally in their initiative rolls they may be grouped into an Initiative Group at the DM’s discretion.

Individuals in the same Initiative Group take their turns together and can freely organize what order they take their Movements, Actions, Bonus Actions and Reactions.

Items

[!spell-fix|subtitle] Spells Sorcery

  • Changing the duration of Magic Weapon to last until the caster’s next turn. This is to bring the spell more in-line with 5th Edition’s Shield spell which is functionally similar.
  • Changing Hush to require concentration. This is to bring it more in-line with 5th Edition’s Pass Without Trace spell which is functionally similar.