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# Part I ##### Playing the Game
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### Exceptional Success Any noncritical Attack Roll that beats AC by 10 or any Skill Roll that beats DC by 10 is considered Exceptional Success. If your Attack is an Exceptional Success, you may reroll one weapon die before calculating the damage. You must use the new value even if it is lower. If your Skill check is an Exceptional Success and is part of a task that involves another Skill check by the same or another character, that Skill check is rolled with advantage.
### Skill Check Retries When another player attempts a Skill check roll to gain new information (Perception, History, Arcana, etc.) from the DM and fails, you may attempt the same check only if you have a higher Skill modifier than theirs.
### Helping Others When you use the Help action to aid another character in a task, you must have proficiency in that Skill.
### Inspiration Points Inspiration Points are earned by the whole party of players. The party can earn up to 3 points per session and store points up to the number of players in the group. The party must agree when and how to spend the Inspiration Points. ___ The party earns Inspiration Points at the end of session with:
* great roleplaying moments, deep storytelling with dramatic effect, rich detail in describing combat, or having appropriate fun * working together as a team to overcome extraordinary odds, defeating difficult opponents, and progressing the story when it is not openly directed by the DM * not having excessive small talk or phone use on the table (other than RP aids), actively listening or engaging with the DM, not distracting from the atmosphere of the game ___ The party may spend an Inspiration Point anytime to:
* increase one player’s Initiative by +20 for one combat * regain one use for an ability that recovers with short rest * remove one failed Death Save or Injury Token * turn one already rolled Attack or Skill check by a player or DM into a failure or success. If a failure is turned into success, it is a partial success that may carry complications. Saves and Death Saves cannot be affected. * have the DM roll twice when rolling on a random effect table and the party chooses one of the possible results * change the next Attack or Skill check by a player, if successful, to a critical success. If the roll is a failure, the Inspiration Point is wasted \pagebreakNum
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# Part I ##### Playing the Game
### Exceptional Success Any noncritical Attack Roll that beats AC by 10 or any Skill Roll that beats DC by 10 is considered Exceptional Success. If your Attack is an Exceptional Success, you may reroll one weapon die before calculating the damage. You must use the new value even if it is lower. If your Skill check is an Exceptional Success and is part of a task that involves another Skill check by the same or another character, that Skill check is rolled with advantage.
### Skill Check Retries When another player attempts a Skill check roll to gain new information (Perception, History, Arcana, etc.) from the DM and fails, you may attempt the same check only if you have a higher Skill modifier than theirs.
### Helping Others When you use the Help action to aid another character in a task, you must have proficiency in that Skill.
### Inspiration Points Inspiration Points are earned by the whole party of players. The party can earn up to 3 points per session and store points up to the number of players in the group. The party must agree when and how to spend the Inspiration Points. ___ The party earns Inspiration Points at the end of session with:
* great roleplaying moments, deep storytelling with dramatic effect, rich detail in describing combat, or having appropriate fun * working together as a team to overcome extraordinary odds, defeating difficult opponents, and progressing the story when it is not openly directed by the DM * not having excessive small talk or phone use on the table (other than RP aids), actively listening or engaging with the DM, not distracting from the atmosphere of the game ___ The party may spend an Inspiration Point anytime to:
* increase one player’s Initiative by +20 for one combat * regain one use for an ability that recovers with short rest * remove one failed Death Save or Injury Token * turn one already rolled Attack or Skill check by a player or DM into a failure or success. If a failure is turned into success, it is a partial success that may carry complications. Saves and Death Saves cannot be affected. * have the DM roll twice when rolling on a random effect table and the party chooses one of the possible results * change the next Attack or Skill check by a player, if successful, to a critical success. If the roll is a failure, the Inspiration Point is wasted \pagebreakNum \columnbreak
## Example Foil:
Temple of Pholtus
The temple of Pholtus, inflexible god of the sun, seeks to impose its strict rules. The high priest, Cheldar, wishes to bring as many folk as possible under the temple’s sway. Though only in town for two years, the temple is already a powerful force due to Cheldar’s brilliant oration. **Goals.** Cheldar wants to make the temple of Pholtus the most influential religion in town by bringing about peace and stability for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan. **Assets.** The high priest Cheldar has his charismatic oration, divine spellcasting ability, and a few hundred common folk recently converted to the temple’s cause. **Actions.** Cheldar is stern, but fundamentally a good person. He seeks to win support by providing charity, promoting peace, and working to enforce law and order. However, he is skeptical of the characters, convinced that adventurers are troublemakers who will ruin the peace. He wants only officials of the town or the temple to be involved in handling any crises that arise. He genuinely believes in his goals, but can be made an ally by sufficiently good-hearted characters. ##### Cheldar’s Plans | Type | Description | |:---:|:-----------| | Event | The grand festival of Pholtus sees the streets filled with somber worshipers who maintain a 24-hour torchlit vigil during the winter solstice. They offer food, drink, and shelter to all in the temple of Pholtus. | Action | Cheldar appears in a tavern frequented by adventurers, along with a small group of followers, seeking converts. A few NPC adventurers join his cause. | Action | Cheldar rails against forces of chaos in a public address in the town square, laying blame for recent troubles on adventurers meddling in things best left alone. | Event | The characters find that adventurers in town receive an, at best, icy reception, as the mood turns against them. | Action | Cheldar demands that the city levy enormous taxes on adventurers, claiming that they must pay their fair share to keep the city safe. After all, such wanderers can simply leave if their actions bring the city trouble. The common folk don’t have that option. \pagebreakNum
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## Example Foil:
Temple of Pholtus
The temple of Pholtus, inflexible god of the sun, seeks to impose its strict rules. The high priest, Cheldar, wishes to bring as many folk as possible under the temple’s sway. Though only in town for two years, the temple is already a powerful force due to Cheldar’s brilliant oration. **Goals.** Cheldar wants to make the temple of Pholtus the most influential religion in town by bringing about peace and stability for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan. **Assets.** The high priest Cheldar has his charismatic oration, divine spellcasting ability, and a few hundred common folk recently converted to the temple’s cause. **Actions.** Cheldar is stern, but fundamentally a good person. He seeks to win support by providing charity, promoting peace, and working to enforce law and order. However, he is skeptical of the characters, convinced that adventurers are troublemakers who will ruin the peace. He wants only officials of the town or the temple to be involved in handling any crises that arise. He genuinely believes in his goals, but can be made an ally by sufficiently good-hearted characters. ##### Cheldar’s Plans | Type | Description | |:---:|:-----------| | Event | The grand festival of Pholtus sees the streets filled with somber worshipers who maintain a 24-hour torchlit vigil during the winter solstice. They offer food, drink, and shelter to all in the temple of Pholtus. | Action | Cheldar appears in a tavern frequented by adventurers, along with a small group of followers, seeking converts. A few NPC adventurers join his cause. | Action | Cheldar rails against forces of chaos in a public address in the town square, laying blame for recent troubles on adventurers meddling in things best left alone. | Event | The characters find that adventurers in town receive an, at best, icy reception, as the mood turns against them. | Action | Cheldar demands that the city levy enormous taxes on adventurers, claiming that they must pay their fair share to keep the city safe. After all, such wanderers can simply leave if their actions bring the city trouble. The common folk don’t have that option. \pagebreakNum