Yes, you may level up mid-dungeon. When you roll the hit die, at your option you may roll or take the average (you get to decide this at each level and are never 'locked' in).
Rolling the hit die (or taking the average) after leveling up determines your max hp, not current. Leveling up, as a game mechanic, has no effect on current hit points.
@Volneer, you may select an additional known spell. Additionally, you can choose one of the sorcerer spells Volneer already knows know and replace it with another spell from the sorcerer spell list. The part that isn't resetting is the spells per day, that will happen after then next long rest.
Basically, if a character woke up today with a finite resource, a resource that could be expended [X amount of times per long rest or something] ... then that resource remains at the levekl at which it was set and will reset at the appropriate time (via a long rest or what-have-you).
Example: A 6th level sorcerer gets 10 spells per day. At 7th level a sorcerer unlocks 4th level spells and get 11 spells per day. If that 6th level sorcerer nuked his enemies and cast every spell he had to survive an encounter ... he would attain 7th level mid dungeon. He then gets to decide which new spell he knows, could decide to swap out an old spell for a new one, could roll a hit die and set a new hp maximum, etc. But he would not be granted his new allotment of 11 daily spell slots until he could take a long rest. The sorcerer in this example would be a brand new 7th-level sorcerer with zero spell slots remaining.
EDIT — Leveling up without an accompanying Long Rest got too complicated. This instance of leveling up between 1st and 2nd level will be the one and only time that leveling up outside of a long rest will occur. To eliminate the confusion, all future levels will be gained only in conjunction with a accompanying long rest.
@Shasher, I would prefer it if you guys maintained your own sheets. For the folks that have been forgetful, I have been making the edits when needed.
@All, when you have leveled up your character to 2nd-level, please let me know and I will review the sheet.
... do you want us to have narrative driven leveling? Should we describe how it is that our characters can now do more and cooler things? What are your thoughts?
I am indifferent. I think it is a neat idea, but I am not requiring it. If a player finds a way or wants to weave into the IC narrative how they acquired say ... a fighting style or something ... then cool. But I won't lose my mind if they do not.
Some classes have certain 'milestone' abilities that they are built around (looking at you sacred oath!). Those new abilities make 100% sense to me to find some way to mark the occasion with a bit of narrative IC ... but I am not going to be fussy/choosy over each and every ability. I'll let the players ask for it, or narrate it themselves.
(ugh ... we get it rogue, you are way better at being sneaky now ... go check for traps)
For any folks that would like to spend hit dice during this short break, just let me know here.
This series of encounters began at nightfall. After the exploration, the two encounters, and the two short breaks, it will be getting quite late in West Haven.
Concluding the short break, Aria will still have about 3 hours of lantern light remaining.
Chose to roll for me hit points - adding 10 to my total. Nice to have a lucky roll after a few unlucky ones.
I am adding an action surge to one turn per short rest. Not a huge bump in action. But, I'm looking forward to seeing if I can wreak a bit more havoc in here.
Hey DM, any chance you could show a map of everything cleared so far so we can take a look at our progress and where we might want to go next? Maybe a bit of table talk to build a gameplan moving forward. I'm cool with running and gunning. But, I think I am realizing just how fragile our little level 1 and 2 characters can be.
Every hallway has been explored to its termination point. Your options: — The tree-bridge exit in the room with the collapsed ceiling (the room where you entered the dungeon) — A closed stone door in the circular tree-bridge room. — A closed wooden door at the end of a dusty hallway. — An ascending staircase at the end of a hallway.
These first few aren't house rules per se, more of a philosophy ... and even though this is the House Rules post, let me start with:
I am very much a Rules-as-Written DM
As much as is possible, I enjoy crafting a tale that works within the rules. I really dig getting into the spirit of a game. One of my pet peeves is joining a game, only to find that the DM has house-ruled everything to death (often this was to fix some sort of perceived game-balance problem, but then the new rule invariably causes other issues).
To me, the rules are a constant. They are a touchstone.
We all have the books — they are the common language, the lens through which we view the game — if it's in the books ... it's in the game. The exception of course, being rules labeled as 'Variant' or 'Optional.'
With that said, I guarantee it ... I am going to get some of this wrong. If I make a ruling and I have missed something or contradicted a rule in the book, please bring it to my attention. I'll be more than willing to review it and — after I get up to speed on how it should be — alter my ruling.
Also, as house rules get announced ... I will always track it here in this thread so that we all have a common point of reference. I will also hyperlink all of these sorts of posts on the introductory post of the OOC thread. That way we can all find them later without too much headache.
Questions are OK, arguments are not
With the previous assumption in mind, I am certain that we will uncover some of the gray areas between the rules. If something comes up where it rests on my judgement, and I make a ruling that doesn't quite sound to your liking, let's chat. I'll gladly explain my thinking ... but I probably won't change it. I only mention it here because I've seen games get absolutely derailed by minutiae, and sometimes I have seen players think that each portion of every single DM ruling is up for discussion. That is not a rabbit hole I want to go down.
I promise, I'm not being a jerk. But sometimes I will say no. Sometimes the stakes will feel high. That needs to be OK.
Besides, it's always darkest before the dawn. You guys are heroes, and you can win. I believe it ... you should too.
Character death is a possibility
I'll say it right up front: I am not trying to kill you. With that being said, however, combats will be deadly. Plan accordingly. A wizard wading into combat, or the we-pick-a-fight-in-every-tavern shtick might work once in a while, but if it's the only trick in your toolbox ... eventually it will end in tears.
You will, of course, have access to healing magics and such, but spells like Raise Dead are going to be above your pay grade for a while.
I'll say it right now: When you walk into an encounter ... it has not been scaled to your level.
[Note the triple emphasis: Bolded, Underlined, and Italicized ]
What does this mean? Well, in some games, when a DM throws something at you ... it is because you are supposed to plow headlong into the middle of that encounter and arrive, victorious, on the other side. It might be a hell of a fight, but it was designed from the very outset to be a fight that you could win. With this tale — like all West Marches tales — all of that is out the window. For a lot of these encounters, if you can beat it, great. And if you can't beat it, and are a bit late in recognizing it ... you're dead. The successful conclusion of an encounter — and the resultant development in the plot — do not necessarily hinge on an unmitigated victory.
This land is deadly, the encounters are deadly, and sometimes the right answer will be to get away while you still can.
Optional and Variant Rules
Here is a quick rundown of Optional or Variant rules in play. This list is not exhaustive. As the list gets adjusted, I will come back to re-edit this post and call the change/edit/addition/removal to your attention with an OOC post.
Variant: Customizing Ability Scores via point buy [PHB, pg 13]
Variant: Playing on a grid [PHB, pg 192]
Optional: Multiclassing & Feats [I didn't realize these were optional rules ... but they are both in]
From here on out, all rolls in the game must be viewable to the DM.
If it is a roll you can do on your sheet, great, the game log will capture it. Most times the roll will be obvious (e.g. we are in a fight and you attack an opponent). If the roll is not obvious, however, please let me know in the IC or the OOC what you have rolled and why.
I would like, as much as is possible, to avoid using the in-thread die roller for combat-related stuff ... the in-thread die roller has proven itself to be too wonky for my taste.
Occasionally, there will be a need to make a roll that occurs outside of the rolls made possible on your sheet. Feel free to use the much-maligned in-thread die roller and make those rolls here in this thread (and remember to label them).
I rolled one hit dice, 10 hps. Can we roll 2 hit dice now that we are 2nd level if we want to?
FYI for group: I am currently out of spell slots. At level 2 I get (when we long rest) another spell slot, another spell, channel divinity turn undead and a channel divinity heal.
Yes, a character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level.
For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. [← this was basically your question]
I would add to keep in mind that Hit Dice are regained after completing a Long Rest. After a long rest, all hit points are restored and the character regains only 1/2 of their total number of hit dice.
Meaning, if a 2nd-level character spent 2 hit dice during a short rest, then took a long rest, they would recover 1 hit die.
Yes, you may level up mid-dungeon.When you roll the hit die, at your option you may roll or take the average (you get to decide this at each level and are never 'locked' in).Rolling the hit die (or taking the average) after leveling up determines your max hp, not current. Leveling up, as a game mechanic, has no effect on current hit points.
@Volneer, you may select an additional known spell. Additionally, you can choose one of the sorcerer spells Volneer already knows know and replace it with another spell from the sorcerer spell list. The part that isn't resetting is the spells per day, that will happen after then next long rest.
Basically, if a character woke up today with a finite resource, a resource that could be expended [X amount of times per long rest or something] ... then that resource remains at the levekl at which it was set and will reset at the appropriate time (via a long rest or what-have-you).Example: A 6th level sorcerer gets 10 spells per day. At 7th level a sorcerer unlocks 4th level spells and get 11 spells per day. If that 6th level sorcerer nuked his enemies and cast every spell he had to survive an encounter ... he would attain 7th level mid dungeon. He then gets to decide which new spell he knows, could decide to swap out an old spell for a new one, could roll a hit die and set a new hp maximum, etc. But he would not be granted his new allotment of 11 daily spell slots until he could take a long rest. The sorcerer in this example would be a brand new 7th-level sorcerer with zero spell slots remaining.EDIT — Leveling up without an accompanying Long Rest got too complicated. This instance of leveling up between 1st and 2nd level will be the one and only time that leveling up outside of a long rest will occur. To eliminate the confusion, all future levels will be gained only in conjunction with a accompanying long rest.
@Shasher, I would prefer it if you guys maintained your own sheets. For the folks that have been forgetful, I have been making the edits when needed.
@All, when you have leveled up your character to 2nd-level, please let me know and I will review the sheet.
I am indifferent. I think it is a neat idea, but I am not requiring it. If a player finds a way or wants to weave into the IC narrative how they acquired say ... a fighting style or something ... then cool. But I won't lose my mind if they do not.
Some classes have certain 'milestone' abilities that they are built around (looking at you sacred oath!). Those new abilities make 100% sense to me to find some way to mark the occasion with a bit of narrative IC ... but I am not going to be fussy/choosy over each and every ability. I'll let the players ask for it, or narrate it themselves.
(ugh ... we get it rogue, you are way better at being sneaky now ... go check for traps)
Aria hit points for 2nd level. 6
Aria, 2nd-level Warrior.
Leveled up
Reviewed. Adjusted current hit points to [10/20hp] and adjusted Lay-on-Hands pool [1hp remaining].
Edit — Adjusted XP as well [320XP is the correct total].
leveled
Looks good.
For any folks that would like to spend hit dice during this short break, just let me know here.
This series of encounters began at nightfall. After the exploration, the two encounters, and the two short breaks, it will be getting quite late in West Haven.
Concluding the short break, Aria will still have about 3 hours of lantern light remaining.
Chose to roll for me hit points - adding 10 to my total. Nice to have a lucky roll after a few unlucky ones.
I am adding an action surge to one turn per short rest. Not a huge bump in action. But, I'm looking forward to seeing if I can wreak a bit more havoc in here.
Rolling one hit die, rolled 9+2
Hey DM, any chance you could show a map of everything cleared so far so we can take a look at our progress and where we might want to go next? Maybe a bit of table talk to build a gameplan moving forward. I'm cool with running and gunning. But, I think I am realizing just how fragile our little level 1 and 2 characters can be.
@OtoutoDwimble, I don't see that roll in the game log. I would like rolls in the game to be made there, please.
EDIT - Calim's sheet has been reviewed as well. Fighters make it super easy. :)
@OTheophylus, I don't see that roll in the game log. I would like rolls in the game to be made there, please.
Every hallway has been explored to its termination point. Your options:
— The tree-bridge exit in the room with the collapsed ceiling (the room where you entered the dungeon)
— A closed stone door in the circular tree-bridge room.
— A closed wooden door at the end of a dusty hallway.
— An ascending staircase at the end of a hallway.
"Herein Lie the House Rules"
Some Core Assumptions
These first few aren't house rules per se, more of a philosophy ... and even though this is the House Rules post, let me start with:
I am very much a Rules-as-Written DM
As much as is possible, I enjoy crafting a tale that works within the rules. I really dig getting into the spirit of a game. One of my pet peeves is joining a game, only to find that the DM has house-ruled everything to death (often this was to fix some sort of perceived game-balance problem, but then the new rule invariably causes other issues).
To me, the rules are a constant. They are a touchstone.
We all have the books — they are the common language, the lens through which we view the game — if it's in the books ... it's in the game. The exception of course, being rules labeled as 'Variant' or 'Optional.'
With that said, I guarantee it ... I am going to get some of this wrong. If I make a ruling and I have missed something or contradicted a rule in the book, please bring it to my attention. I'll be more than willing to review it and — after I get up to speed on how it should be — alter my ruling.
Also, as house rules get announced ... I will always track it here in this thread so that we all have a common point of reference. I will also hyperlink all of these sorts of posts on the introductory post of the OOC thread. That way we can all find them later without too much headache.
Questions are OK, arguments are not
With the previous assumption in mind, I am certain that we will uncover some of the gray areas between the rules. If something comes up where it rests on my judgement, and I make a ruling that doesn't quite sound to your liking, let's chat. I'll gladly explain my thinking ... but I probably won't change it. I only mention it here because I've seen games get absolutely derailed by minutiae, and sometimes I have seen players think that each portion of every single DM ruling is up for discussion. That is not a rabbit hole I want to go down.
I promise, I'm not being a jerk. But sometimes I will say no. Sometimes the stakes will feel high. That needs to be OK.
Besides, it's always darkest before the dawn. You guys are heroes, and you can win. I believe it ... you should too.
Character death is a possibility
I'll say it right up front: I am not trying to kill you. With that being said, however, combats will be deadly. Plan accordingly. A wizard wading into combat, or the we-pick-a-fight-in-every-tavern shtick might work once in a while, but if it's the only trick in your toolbox ... eventually it will end in tears.
You will, of course, have access to healing magics and such, but spells like Raise Dead are going to be above your pay grade for a while.
I'll say it right now: When you walk into an encounter ... it has not been scaled to your level.
[Note the triple emphasis: Bolded, Underlined, and Italicized ]
What does this mean? Well, in some games, when a DM throws something at you ... it is because you are supposed to plow headlong into the middle of that encounter and arrive, victorious, on the other side. It might be a hell of a fight, but it was designed from the very outset to be a fight that you could win. With this tale — like all West Marches tales — all of that is out the window. For a lot of these encounters, if you can beat it, great. And if you can't beat it, and are a bit late in recognizing it ... you're dead. The successful conclusion of an encounter — and the resultant development in the plot — do not necessarily hinge on an unmitigated victory.
This land is deadly, the encounters are deadly, and sometimes the right answer will be to get away while you still can.
Optional and Variant Rules
Here is a quick rundown of Optional or Variant rules in play. This list is not exhaustive. As the list gets adjusted, I will come back to re-edit this post and call the change/edit/addition/removal to your attention with an OOC post.
"Mwa-ha-haa-ha"*
On Using the Die Roller
From here on out, all rolls in the game must be viewable to the DM.
If it is a roll you can do on your sheet, great, the game log will capture it. Most times the roll will be obvious (e.g. we are in a fight and you attack an opponent). If the roll is not obvious, however, please let me know in the IC or the OOC what you have rolled and why.
I would like, as much as is possible, to avoid using the in-thread die roller for combat-related stuff ... the in-thread die roller has proven itself to be too wonky for my taste.
Occasionally, there will be a need to make a roll that occurs outside of the rolls made possible on your sheet. Feel free to use the much-maligned in-thread die roller and make those rolls here in this thread (and remember to label them).
*Evil DM laugh, Patent Pending
I rolled one hit dice, 10 hps. Can we roll 2 hit dice now that we are 2nd level if we want to?
FYI for group: I am currently out of spell slots. At level 2 I get (when we long rest) another spell slot, another spell, channel divinity turn undead and a channel divinity heal.
Yes, a character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level.
For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. [← this was basically your question]
I would add to keep in mind that Hit Dice are regained after completing a Long Rest. After a long rest, all hit points are restored and the character regains only 1/2 of their total number of hit dice.
Meaning, if a 2nd-level character spent 2 hit dice during a short rest, then took a long rest, they would recover 1 hit die.
Yep understood, I just wasn't sure if since we haven't long rested for our full abilities, if this included hit dice rolling. thanks!
I'm going to roll my 2nd. Nat 1 :( ugg. 4 more hps!