Changed rules and variants
Changes:
There are a couple of changes from the rules as written:
Other notable changes from a usual campaign:
Acquisitions Incorporated campaigns play out over a longer timeframe, with much downtime between adventures. Check out Downtime activities in the Player's Handbook on page 187 and in the Dungeon Master's Guide on page 128. Included but not limited to; Crafting, Working, Recuperating, Researching, Training, Sowing Rumors, Selling Magic items, Performing Sacred Rites, Crafting a Magic Item, Carousing, Building an estate.
There are also tasks and downtime activities specified in the Acquisitions Incorporated book on page 37 (from exploring to marketeering and headquarter expansions).
There are a couple of changes from the rules as written:
- Potions:
action to drink a potion-> action or bonus action to drink a potion (administering a potion is still an action). - Travel: Resting during travel days takes longer, short rests take 8 hours and long rests take 7 days (gritty realism option).
- Climbing onto enemies: Grappling larger creatures(or failing to do so) is replaced by climbing onto them instead. A suitably large opponent can be considered as terrain for purposes of jumping or clinging onto them. Once in position, the smaller creature makes an Athletics or Acrobatics check contested by the larger creatures Acrobatics, if successful the smaller creature moves into the space of the larger creature, which is considered difficult terrain. The larger creature can attempt to dislodge the smaller creature with an Athletics check contested by the smaller creatures Athletics or Acrobatics check.
- Cleaving damage: When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it (can be done multiple times as long as targets and excess damage remain).
- The ranger class is able to use this revised version instead (subject to being nerfed back to the players handbook version if it gets out of hand).
- Disarming: In order to disarm a target, a special attack roll can be made contested by the targets Athletics or Acrobatics check, If the attacker wins the contest the attack does no damage or other ill effect, but the defender drops the item. The attack has disadvantage if the target holds the object with 2 or more hands. The target has advantage on its ability check if it is larger, or disadvantage if it is smaller.
- Readying an action: you can use your action to ready a bonus action instead of an action. If you choose to do so, you can't use your bonus action for anything else that turn.
Other notable changes from a usual campaign:
Acquisitions Incorporated campaigns play out over a longer timeframe, with much downtime between adventures. Check out Downtime activities in the Player's Handbook on page 187 and in the Dungeon Master's Guide on page 128. Included but not limited to; Crafting, Working, Recuperating, Researching, Training, Sowing Rumors, Selling Magic items, Performing Sacred Rites, Crafting a Magic Item, Carousing, Building an estate.
There are also tasks and downtime activities specified in the Acquisitions Incorporated book on page 37 (from exploring to marketeering and headquarter expansions).
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