In general, I want to not have to refer to the rules too much, because every second consulting the rules is a second that we aren’t actually playing. So there may be times that I make a ruling that we later discover is contrary to the way it’s written in the rulebook. If that happens I’ll respond 1 of 2 ways:
1) That’s a sensible rule. I’ll do that going forward and make some kind of karmic correction to account for the unfair advantage or disadvantage the party got from my misruling.
2) That’s a stupid rule. I’m gonna keep doing it the way I did before
What I probably won’t do is go back and redo an encounter that’s already been played out. At most, I will reverse time by 1 or 2 die rolls.
What I really won’t do is argue about it, because (again) that slows down the game. If you think I’ve made an error in judgement, I’ll listen to a brief objection and change my decision if I think it’s reasonable. But if I don’t change my mind, I don’t want it to be a topic of discussion after that. At that point, I would like you to go along with the decision and then we hash out the dispute outside the game session.
I don’t expect there to be any problems, but I thought it was important to make explicit how I am planning on running the game. If there’s anything I’ve written here that you have a problem with, please let me know and we’ll try to come to a mutually satisfactory arrangement.
With that said, there are a few rules that I already hate, and have written some alterations:
1) Encumbrance is hard to keep track of, so I won’t. In general, if there’s enough room on your character sheet to write it down, you can carry it. I will likely veto anything that I deem too ridiculous, however.
2) Being anal-retentive about distance is a pain that slows the game down. Instead, the distance between things will be measured in zones. In any situation where the relative distance between things matters (typically in a fight), I’ll let you know which things are in which zones. You will always be able to make a melee attack on anything in your zone. Any rule that refers the something being within 5 feet of something else applies if the things are in the same zone. You will be able to move up to 1 zone on your turn and still take your action (as long as there isn’t a barrier between you and the zone). For ranged weapons and spells, the rough conversion between feet and zones is in the Glossary
3) Keeping track of every last arrow is boring. Instead, I’ll simply declare that you are out of ammo at cinematically appropriate times. I promise to not abuse this discretion. The hope is that running out of ammo makes the story better, not worse.
4) When you attempt an action where you fail, I will typically offer you an option to either fail or succeed with consequences. If you choose to succeed with consequences, you will achieve your task, but with some unforeseen negative consequence. I’m not even going to pretend that this unforeseen consequence will be fair, it’s only going to be what sounds awesome to me, so I’m totally open to you suggesting what you think would be an awesome consequence.
5) Bonuses for Hill Dwarves and Mountain Dwarves are slightly different. Instead of +2 to strength and extra armor proficiencies, Mountain dwarves get +1 to strength and the Dwarven Toughness trait ( +1 hp per level).
Instead of +1 to wisdom and Dwarven toughness, Hill dwarves get +2 to int and an additional tool proficiency.
6) New Race: Orcs. Orcs get +2 to strength, +2 to constitution, They have orcish resilience which gives them advantage on saving throws against cold and resistance to cold damage. They have orcish armor training, giving them proficiency in light and medium armor.