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The following are house rules used in the Elysium D&D sessions.
The following are house rules used in the Elysium D&D sessions.
== One Character Per Session ==
Players may have multiple characters available to them, however they must only play one character at a time during sessions. Ideally, the character intended to be used should be confirmed with the DM to ensure content can be prepared, and to allow the DM to telegraph if a character should not be present to avoid lore inconsistencies or similar undesirable outcomes.
== Critical Success / Failure ==
A natural 20 is considered to be the best possible outcome of a successful role. Similarly, a natural 1 is considered to be the worst possible outcome of a failure. While this does often mean that an action will be successful or failed, the two are not mutually exclusive; a critical success does not necessarily mean that anything becomes possible.
== Sneak Attacks Out Of Combat ==
While out of combat and performing a stealth attack on an unaware creature, the player is able to instantly execute their target provided they pass relevant skill checks presented by the GM
== Rule Of Cool ==
<q>Be mindful that rules, at least how I consider them, are not constraints; they are the framework we work on. Rules are meant to be broken. What we’re trying to do here, besides having fun, is write a novel together. If 5ft of movement, a bonus action or a disadvantage ruin that novel: Fuck the rules!!! There isn’t a rule as important as the rule of cool</q> - [[User:Seddik|Seddik]]
== 5.5e vs 5e ==
We refer to the latest printed sources where possible, such as 5.5e or 2024 source books. However, if you prefer the ruling or behavior of a feature in a prior printed counterpart, use that instead.
For example:
* Feel free to Cast a Spell in your Action Surge or cast a Divine Smite without a Bonus Action.
* Cast a Spell as an Action, and another as a Bonus Action (the latter has to have a casting time of a Bonus Action, like Misty Step)
== Flanking ==
In Nightmare, "flanking", where Advantage can be gained on an enemy due to Allies in a neighboring tile, must be BEHIND the enemy to grant +5 to the attacker. Advantage is not given.
* Heart of Gold uses the 2014 Adv Flanking Rules
* Nightmare uses the 2024 Rules