Chronicles of Kessandria
1. Slow Healing. At the end of a long rest, characters will not regain any hit points. You will, however, regain half your hit dice (rounded down) and may roll as many of them as you wish.
2. Stat Boosts. Upon level-up, stat boosts will not be allowed. Characters will instead be required to take feats at levels 4, 8, 12, 16 and 19.
3. Stat Rolls. You will roll for stats upon character creation. Stat rolling must be done in chat, in front of the DM. You will roll 4d6 and drop the lowest, seven times, then drop the lowest of the seven results. If you do not like your rolls, you may choose to take the stats given to you by the DM, but they will be a mystery until after you accept them. If you choose to do this, you must use the stats the DM gives you.
4. Starting Feat. All characters will start with one feat of their choice at first level. Homebrew feats will be allowed at the DM’s discretion.
5. Variant Humans. Due to Rule 4 above, variant humans will not be allowed in this game. To play a human, you must use the regular human stat increases of +1 to each stat.
6. Inspiration. The DM will give out inspiration to players on a few different occasions during the course of the game. First, any player may gain inspiration once per session for writing a journal entry exploring their character’s thoughts following the session. They must use this inspiration during the course of the following session or else it will expire. Second, a player who volunteers to give a recap of the previous session’s events at the beginning of the session will receive inspiration. This must also be used during the same session or it will expire. Finally, the DM may award inspiration to any player at any time for particularly well-done RP. This sort of inspiration will be rarer and does not expire—a player may keep it as long as they like.
7. Experience. Experience gained for combat will be divided up evenly between all characters present, with optional bonus XP given at the DM’s discretion to anyone who does anything that particularly stands out during the course of the encounter.
As this will be a roleplaying-heavy game, RP experience will be handed out each session. This, unlike combat XP, will not be awarded evenly amongst players and will instead be awarded based on the quality of individual roleplay. This does not mean that you have to talk a lot or take charge of every situation (although don’t just be quiet or it won’t be fun at all!); staying true to your character will help you gain this sort of XP more than trying to be the “face” of the party if you aren’t playing that sort of character.
8. Spell Crossover. If you’re playing a caster that must learn their spells, you may be allowed to learn spells from other classes’ spell lists. As long as you can make a good argument for why your character would have the spell to the DM, you will probably be able to learn the spell.