New Years D&D Game (Capture the flag)

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Revision as of 01:30, 24 December 2015 by Aeauseth (talk | contribs) (Debilitating Effects)


I have tentative plans to hold a New Years D&D game at my house (Aaron's place in Washougal).

  • Date: Dec 31, 2015.
  • Arrive: 5:00 pm
  • Leave: 1:00 am

Loren has offered to be the official Dungeon Master for this one-off session. Loren & Aaron will partner together to get the game setup and rules defined, however Loren will run the game. Depending on how the game is structured and the number of attendees, Loren may decide to play on one of the teams.

Play test scheduled for Tuesday Dec 15th around 7pm using Skype and Maptools.

General Rules

  • Players will be divided into two teams.
  • The game will be played on a map drawn on the vinyl mat. Maximum of 200 ft by 400 ft play area.
  • Miniatures & tokens will be used.
  • Each team will be assigned a flag room.
  • The entire RED team will sit on once side of the table. The entire BLUE team will sit on the other. Both teams will sit in static initiative order.
  • The map will contain a variety of environmental features and powerups such as:
    • Unlit areas
    • Difficult terrain
    • Pits
    • Traps (considering allowing player to place traps in their home base)
    • Narrow hallways
    • Secret doors
    • Equipment bonus (mundane and magical). Plan to have cards with equipment details.
    • Short or Long rest bonus
    • NPC/Monsters guarding areas or things
  • There will be at least 1 easy and direct path between flag rooms.
  • There may be additional paths, shortcuts and alternate routes that will require the use of skills or abilities to successfully use.
  • The goal is to take the opposing teams flag and bring it to your teams flag location.
  • The GM will determine a stopping point based on score and/or game time.
  • A second game (everyone restarts at level 1 and picks new teams) may occur and it may be a different map.


  • Using static initiative.
  • Initiative ties will be resolved first by attempting to alternate player order between teams. If there are still ties a 1d20 will decide who goes first.

The Flag

  • It is a standard action to pick up a flag. You don't have to be in the flag square, only adjacent to it.
  • A flag requires 2 hands to carry. You are unable to move with the flag unless you use both hands.
  • The flag is considered a large sized quarterstaff and you can attack with it (with disadvantage) dealing 1d8 + STR damage.
  • The flag has a 60ft magical daylight effect that overrides all darkness effects. The light cannot be dispelled or suppressed. You are unable to hide or take advantage of invisibility effects while wielding the flag.
  • The flag is heavy and awkward reducing your speed by 10 ft and you are unable to take the Dash or Disengage actions.
  • If you die, fall unconscious or otherwise are unable to use both hands, the flag drops to the floor.
  • If you pickup your own teams flag (standard action), it immediately teleports back to your teams flag room.
  • The flag has a permanent dimensional anchor. If the flag bearer teleports (or misty steps) the flag is left behind.
  • If you arrive with the opposing teams flag to your flag's spawn location then your team wins a point.
    • The player who captured the flag gains exactly enough XP to level up. This XP is gained at the end of their turn.
    • All players on the team who captured the flag may choose to take a Short Rest (assuming they have unspent HD).
    • The opposing teams flag is teleported back to it's spawn location.

Looting & Equipment

  • It is a move action to grab an easily accessible item from an unconscious character. (For example sword, shield, ring, amulet, etc).
  • It is a standard action to remove armor from an unconscious character.
  • It is a standard action to don or doff armor. (for example 1 standard action to remove chain shirt, and a second standard action to put on plate mail).
  • You are limited to wearing 3 attunement items.
  • You may immediately attune to any item. A long rest is not required.
  • It is a free action to give a character an item (including the flag).
    • If you Dashed prior to being given the flag your movement ends. You may still take a bonus action if is is available.

Character Building

  • This will be based on the 5th Edition rules. The basic rules are available here,
  • Any race from the 5E PHB is allowed. Variants (specifically variant Humans) are not permitted.
  • Any class from the 5E PHB is allowed.
  • Everyone will use the Ability Score array of 15, 14, 13, 12, 10, 8. You will assign these to STR, DEX, CON, INT, WIS, and CHA as you see fit. You will then apply your racial ability bonuses (if any).
  • Starting equipment is based on your class + background. You may spend excess gold on additional gear such as weapons or a shield.
  • All players must have a Chaotic Alignment. It is likely only relevant for Protection from Chaos.
  • Players start at level 1.

Optional Rules

The following optional rules will be used:

  • FLANKING: A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy. When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.
  • CLEAVING THROUGH CREATURES: When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
  • FEATS: You can forgo taking Ability Score Improvement feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

Debilitating Effects

If a character is unable to act on his turn due to an ongoing effect, and that ongoing effect doesn't offer subsequent saving throws, that player will receive a new saving throw vs the effect at the end of his turn. If the effect doesn't offer a saving throw then the GM will determine an appropriate skill or ability check that will break him free of that effect. This rule change is specifically to address spells such as Sleep and Dismiss that would likely leave a player out of the game for an unacceptable amount of time. Spells such as Dominate Person allow the person to act and operate as normal.

Stealth & Related Abilities

All players will know the actual location of stealthy and invisible creatures. Attacker will need to make perception checks to actually attack, however a PC may use an AOE to cheat their way thru stealth/invisibility. Similar issues may exist for Silent Image, which we've decided that touching the image is enough to see thru it, but still could be useful, wasting an opponents movement (to get next to the image), or require an action + INT check to see thru the image.


  • There will be times during the game when you gain a level. Leveling in 5e is generally quick and will be done at the end of your turn.
  • When you gain a level you also get the benefits of a Long Rest.
  • Max HP at level 1. Half + 1 for subsequent levels.
  • You gain XP every time you kill a character on the opposing team. The amount of XP you gain depends on the level of the character you defeat. The XP is gained at the end of your turn. Roughly 3 kills will gain you a level.
Level XP
Level 1 100
Level 2 300
Level 3 900
Level 4 2,200
Level 5 4,500
Level 6 7,500
Level 7 11,200
Level 8 16,000
Level 9 21,000
Level 10 28,000


  • If damage reduces you to 0 hit points you fall unconscious. Make Death Saving Throws on your next turn as normal. You may choose to fail all Death Saves at once, causing you to Die and your dead body is teleported back to the flag room. After 2 successful death saves you stabilize to 1 HP and may make use of a Short Rest.
    • If you Die then your dead body is teleported to your team's flag room. All effects & buffs are removed. All non-starting equipment is destroyed. You revive on your next turn in your teams flag room with the benefits of a Long Rest when you revive. You also are granted any starting gear that you may have lost. You are standing.
    • If you Stabilize then you immediately regain 1 hit point and may make use of a Short Rest (assuming you have unspent HD).
  • You never loose a level.
  • Using a healing kit or other ability that restores an unconscious character to 1 or more hit points also allows you to make use of a Short Rest (assuming you have unspent HD).
  • You may not select new gear (based on starting equipment + gold) when you revive from death.
  • You may not select new spells when you revive from death.