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Returning 31 results for 'continuing respecting govern to have rules'.
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containing respecting governs to have rules
Backgrounds
Ghosts of Saltmarsh
might not.
D6
IDEAL
1
Camaraderie. Good people make even the longest voyage bearable. (Good)
2
Luck. Our luck depends on respecting its rules — now
Tempest Domain
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and
thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Specific Beats General This compendium contains rules that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements
break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins. Exceptions to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
group.
2. Exceptions Supersede General Rules General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Iggwilv and Natasha from the characters’ memories before continuing the conversation as if nothing had happened. Inform the players that this effect has occurred—the names Iggwilv and Natasha no longer
mean anything to their characters, and their characters are unaware of what Zybilna has just done. As far as the characters are concerned, Zybilna is the archfey who rules Prismeer and has no other
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rules. General rules govern each part of the game, but the game also includes class features, spells, magic items, monster abilities, and other elements that can contradict a general rule. When an
information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know. Published adventures
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Supersede General Rules. General rules govern each part of the game, but the game also includes class features, spells, magic items, monster abilities, and other elements that can contradict a general
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tempest Domain Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning
and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Curses Every curse has rules that govern it. A curse typically takes one of the forms detailed below. Bestow Curse The simplest curses are created by the Bestow Curse spell. The effects of such
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Curses Alexandre Honoré The curse of demonic possession
has devastating effects Every curse has rules that govern it. A curse typically takes one of the forms detailed below. Bestow Curse The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
ante deck, you can play the card game for real. Otherwise, adjudicate the outcome of a three-dragon ante game using d12s and the following rules: Step 1. Randomly determine which participant is the
. Starting to the left of the dealer and continuing clockwise, each participant reveals one of their die rolls. This step is repeated twice more; on the second and third round, each participant can raise
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements
Dice The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.
In these rules, the different dice are referred to by the letter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
take risks others might not. Fisher Ideals d6 Ideal 1 Camaraderie. Good people make even the longest voyage bearable. (Good) 2 Luck. Our luck depends on respecting its rules — now throw this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the one-time payments and continuing expenses associated with running the tavern in Trollskull Alley, as well as providing rules for determining how much coin the business makes or loses.
One-Time
lamenting the burdens of being a father of nine, he is quick to point out that the characters’ continued compliance with guild rules and regulations makes his rather difficult life “just a bitty bit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
themselves. Towns and cities are the seats of the nobles who govern the surrounding area, and who carry the responsibility for defending the villages from attack. Occasionally, a local lord or lady
lives in a keep or fortress with no nearby town or city. Village Population: Up to about 1,000 Government: A noble (usually not a resident) rules the village, with an appointed agent (a reeve) in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
real-world history, and character creation rules presuppose no standard bar for heroics. Encourage Space A typical D&D session is longer than a typical horror movie, and it can be hard to sustain the
someone’s not enjoying, ask, “Is everyone comfortable with continuing?” before proceeding. If anyone’s not, thank the players for their honesty and hasten the game to a cliffhanger. Before the next
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
arises, the seeming enemies cooperate to dispatch pretenders to their shared throne. Fiery Realm of Dark Delights The pair rules over Phlegethos, an expanse filled with immense volcanoes that expel
contrast to the stiff regimentation of the rest of the Nine Hells, the laws that govern Abriymoch allow the place to operate as a carnival in which any wanton desire can be fulfilled. Justice in All Its
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mythals Mythals are some of the most powerful magic in the world of Toril, constructs that bind and shape the Weave in a particular location, sometimes so powerfully that the rules of magic or even
by some. Most mythals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
extra cost, and traveling on foot or by means the franchise provides). A majordomo is proficient in Charisma (Persuasion) and two skills of the DM’s choice. The DM is encouraged to use the rules for
, who slowly applies those features to the headquarters. A majordomo of a franchise modeling itself after a spy organization might constantly invent devices for the franchise, making continuing progress
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
example, while Heliod stands for universal moral precepts, Ephara is the god of laws, the rules and structures that govern mortal societies. Nylea is the god of wild nature, predatory animals, and the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Relationships Some dragons rule sprawling criminal organizations devoted to plundering the surrounding region and swelling the dragons’ hoards. Others govern peaceful and prosperous towns
of their hoard and feel no need to consolidate it in specific locations. A dragon emperor might accept fealty from lesser sovereigns and nobles who govern parts of the realm in the dragon’s name, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
villages, to supervise the collection of taxes and serve as judges in disputes and criminal trials. These reeves, sheriffs, or bailiffs are commoners native to the villages they govern, chosen for
bureaucratic empire, or a remote realm ruled by an iron-fisted tyrant. Consider how your settlement fits into the bigger picture of your world or region — who rules its ruler, and what other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
an organization might come with concrete benefits such as access to an organization’s information, equipment, magic, and other resources. See “Renown” in chapter 3 for rules you can use to track
that the Guild of Wizardry teaches magic and sells spellcasting services. Extensive codes of law govern the use and abuse of magic. The law treats magical coercion as a major crime, and punishes the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
break them under the right circumstances. Alix Branwyn According to the Guvners, there are three types of regulations. The lowest of these are Rules, the laws that govern people’s behavior. Next
come Laws, such as the laws of nature or the edicts of gods. Ultimate authority descends from Axioms, overarching laws that govern existence and give gods their immense power. Guvners theorize about