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tal’dorei campaign guide











































               Optional Campaign Rules and Guidelines



              Every campaign embarks on its heroic tale in its own way. Simple beginnings for a ragtag lot of sellswords. Students of the
              world falling into the wrong crowd. Unwitting pawns of destiny thrust into something bigger than themselves. However
              you wish to formulate your story and world, the existing rules for your game help set a very clear vision of how to run it
              with consistency and intended design.
               That being said, sometimes the experienced group wishes to add some new flavor to the existing structure of the world.
              Bring in new options to how old rules function, or adjust to an advanced difficulty in a mystical world where danger, and
              even death, can be circumvented. This section outlines a number of homebrew rules and guidelines you, and your cam-
              paign, can adopt to further customize your gaming experience.
               Like any homebrew or non-standard rules and option, should any of these elements presented before you be of interest, they
              must be approved and implemented by the dungeon master of your campaign. They may or may not fit their intended game bal-
              ance. Dungeon Masters, discuss the possible inclusion of any of these elements with your players beforehand to ensure everyone
              can enjoy any changes you intend. Talk them over and make sure everyone is both aware, and fully understands, the new rules.
               These guidelines can also be implemented into an existing campaign, just ensure discussion and approval resounds
              within your gaming group. Any of these proposed rules, as with any rules in a roleplaying game, can be altered, adjusted,
              and tailored to your personal preference.
              combat with                                       rapid Quaffing


              larger parties                                    Change the time required to pull free and quaff a potion
                                                                from one action to one bonus action, or hand out the
                                                                Rapid Drinker feat to the entire party. This enables many
              When running games of larger party size (generally 6 or   classes, especially more melee/combat focused classes,
              more players), the combat action economy can become dif-  the ability to down a healing potion or enhancing liquid
              ficult for some players to feel as involved or active due to   without sacrificing their entire round of attacks. Admin-
              fewer rounds of combat generally occurring per encounter.   istering a potion to an unconscious character would still
              Here are a couple of possible recommendations to better   require an action. Don’t forget: enemies can also drink
              allow characters some freer choices during their turn at   their potions as quickly!
              the proverbial bat.



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