Rules Changes

Weapons & Armour

Mineral deposits are rare and to own metal weapons and armour is a supreme status of wealth and power – Bone, stone, chitin, glass and wooden weapons and armour are common place.

  • Weapons made with inferior materials suffer the following penalties:
    • Inferior Construction: on a critical miss on an attack roll, make a damage save (essentially a death saving throw) on a failure the weapon takes damage.
    • Weapons can fail three damage saves before breaking. Each failed save applies a cumulative -1 to its damage roles.
  • Armour made with inferior materials suffer the following penalties:
    • Inferior Construction: when an enemy scores a critical hit, make a damage save (essentially a death saving throw) on a failure the armour takes damage.
    • Armour can fail three damage saves before breaking. Each failed save applies a cumulative -1 to the wearer’s AC (note: this cannot negate the wearer’s dex bonus to AC).
    • Chain mail, chain shirts and ring mail are fluffed as different types of animal shell, wooden or bone plate.
  • Weapons and armour made of inferior materials cost 20% of their base price and weigh 50% of the base weight.
  • Non-metal ammunition is destroyed after use.
  • Damaged Weapons and Armour can be repaired by a successful Intelligence (Relevant Crafting Proficiency) check, DC 15. One successful check will remove one damage save failure (therefore a weapon which 3 failures will require 3 checks).
  • Without access to proper tools or materials, the check is made with disadvantage
  • Each check takes 1 hour of downtime to perform

Metal weapons and armour are incredibly strong compared to their non-metal counterparts

  • Metal Weapons score critical hits on an 19-20 and deal an extra damage die on a critical
  • Metal Armour can negate a critical hit from an inferior weapon. There are penalties for trying to survive in a desert while wearing metal armour.
  • Due to their rarity, Metal weapons and armour cost 20x more than the price listed in the PHB.
  • Some weapons are traditionally made without metal and therefore do not follow the inferior construction rules: clubs, quarterstaffs, shortbows, longbows, slings, crossbows (heavy, light & hand), whips, blowguns, nets
  • The practice of sharpening one’s teeth is quite common among different groups in Delmaria. Sharpened teeth count as an improvised unarmed strike that keys off of Strength or Constitution.

Wealth

  • Currency: the world uses a glass-based currency in the form of glass coins (copper coloured glass, silver coloured glass and gold coloured glass, which are a direct equivalent to cp, sp and gp in the PHB.)
  • Platinum, Gold, silver and copper coins are highly sought after and only found in ancient ruins. Each coin is worth 10x its regular value (eg: 1cp = 10cn/1sn, 1sp = 10sn/1gn, 1gp = 10gn, 1pp = 100gn)

Magic

  • Raise dead and revivify are no longer practiced in the world and are highly illegal due to the economic impact of an undying population on dwindling supplies. Necromancy is legal as skeletons and zombies can perform work and services for no food, water or pay. Most construction or labour organisations employ necromancers to this affect. PCs can only learn these spells if they are discovered in ancient ruins, books or scrolls.

Other

  • New Skill – Appraisal (Intelligence): allows you to guess the approximate value of salvage, livestock, slaves, etc etc.
  • Languages – You gain an extra number of starting languages based on your Int modifier (ie: +4 Int = +4 languages).

Healing

  • Healer’s Kit Dependency: characters cannot spend hit points to regain HP during a short rest until someone uses a healer’s kit and makes a DC10 Medicine check to bind their wounds.
  • Gritty Realism Resting: Short Rests are 8 hours. Long Rests are 7 Days.

Rules Changes

The Sands of Delmaria Tom_Murray Tom_Murray