Supplemental Rules

Changes to the standard 3.5e game

Hit Points:

- At first level, PCs get max Hit Points. No roll is needed.
- When leveling up, players can re-roll if they get a low number when rolling for HP as follows:

Hit Point (HP) Re-roll Conditions:
d4 Wizards, Sorcerers Re-roll on a 1
d6 Bards, Rogues Re-roll on a 1
d8 Clerics, Druids, Monks, Rangers Re-roll on a 1 or 2
d10 Fighters, Paladins Re-roll on a 1 or 2
d12 Barbarian Re-roll on a 1, 2, or 3

Starting Languages:

- Additional “starting” languages provided by a PCs Intelligence score modifier do not have to be selected at level one. They can be “banked” for later use.

Skills:

- Listen is always a class skill. Or, to put it another way, Listen is never a cross-class skill.
- Jump is not modified by movement speed. However, vertical jumps with no running start still double the DC.

Multi-class Characters:

- Multi-classing should be determined at first level, and absolutely before the character earns any XP between second and third levels.
- All newly gained XP is split evenly between the classes.

Combat:

- Individual initiative (d20 + modifiers) is rolled once per combat (or until new opponents join the battle). Attack order proceeds from highest to lowest.
- Critical Hits occur on a Natural 20 (or as specified in the 3.5e Player's Handbook table 7-5) and twice the normal damage dice are rolled. Bonuses apply only once. A critical hit cannot do less damage than the maximum damage of a regular attack.
- Attacks of Opportunity (AOO) occur less frequently than in the rulebooks, and are determined based on the situation and at the discretion of the DM.
- Weapon Immunity situations where silver, iron, or other specific materials are required to damage an opponent still apply with respect to normal weapons, but magic weapons automatically exceed such requirements (except in cases of a specific bonus, e.g. a +1 weapon won't work against a foe if “+3 or better weapon” is required).

Experience Points:

- Characters with a Prime Requisite score of 13-15 receive a 5% bonus to earned Experience Points.
- Characters with a Prime Requisite score above 15 receive a 10% bonus to earned Experience Points.

Prime Requisites:
STR Fighters, Barbarians INT Wizards
DEX Rogues, Rangers WIS Clerics, Druids, Monks
CON - CHA Bards, Paladins, Sorcerers
- Characters who roll a Natural 20 receive +2% to XP earned for the duration of the adventure.
- Characters who roll a Natural 1 receive -2% to XP earned for the duration of the adventure.
- Gameplay-required rolls on Discord that result in a Natural 1 or 20 will be counted in this system.
- To keep the party relatively close in character levels, absent players will receive XP equal to 90% of the lowest XP earned by a player character at the tabletop session.

Hero Points (a.k.a. Inspiration):

After rolling a natural 1 (failure) for an attack or skill check during a tabletop session, or on a gameplay-required Discord roll, a player will receive a Hero Point (5e calls these 'inspiration'). A Hero Point is a temporary single-use perk that the player can use to apply 'advantage' to an attack roll, saving throw, or ability check—meaning that instead of rolling one die, the player rolls two dice and takes the better of the two results.
- A player can only have one Hero Point.
- A player can give up their Hero Point and pass it to another player, but this has to be accompanied by an in-game RP action or dialog.
- For now, unused Hero Points dissipate at the end of the adventure (not the end of a session).




Rev. M 9/24