Gritty Rules
Gritty rules have been added to the campaign to help balance difficulty and realism with the amount of players we have. It can be too easy to overcome obstacles when there are 6 pools of resources. Rule changes in this category are designed to better balance the game and focus more on a narrative experience.
Crunchy Crits
DM Decision
Crit damage will always be maximum normal damage + the additional damage dice. Meaning a 1d12+4 becomes 12+1d12+4 (instead of 2d12+4 or 2 * (1d12+4))
Examples: Fireball 6d6 (max damage is 36) so crit damage is 36+6d6. This means the lowest you can roll is 42 and the highest is 72. (the old range was 12-72)
Resting
DM Decision
Short rests have been changed to an 8 hour rest and long rests have been changed to 3 days (opposed to the 7 day rule). This has a few purposes but primarily is to make the narrative story happen over a longer period of time and not over the course of 2 months. As a result, there will be less time based goals with more of a focus on general timelines and not set times. Taking a long rest can lower a negative sanity score (but will not push it into positives).
Fall Damage
Adventure Style (crunchy survival)
Maximum fall damage upped to 150d6 (because barbarians are not squirrels) (number based on fall time to terminal velocity being 1,500 feet and you take a d6 for every 10 feet)
As always, yes, this applies to enemies. Knocked a dragon out of the sky at 300 feet? Boom, 30d6 damage. Pushed an arch duke off a sky castle wall at 1,000 feet? Boom, 100d6 damage. Your wizard lost concentration on the fly spell at 500 feet? Boom, 50d6 damage.
In addition to the new fall damage, if you begin to fall and are not surprised, you may immediately take a reaction to either:
Use any normal reaction
Grab the ledge with a dex save
Grab an ally for help (acrobatics from grabber / athletics from grabee)
Brace yourself for the fall and reduce a d6 of damage per dex modifier, minimum 0.
If you are surprised, you may take a reaction after you fall for 50 feet. Only 1 reaction may be used for the duration of the fall. Actions and bonus actions are not available unless they are a held action and then used as the reaction. Reactions in the air based on how far you have fallen are difficult to achieve. Up to the DM's discretion.
Intoxicated Condition
Adventure Style (crunchy survival)
A common condition in the many bars, saloons, taverns, and brothels of any major city or remote town, a creature can become intoxicated by imbibing too much alcohol or other substance. An intoxicated creature is mentally impaired.
You suffer disadvantage on all skill checks and saving throws for: Constitution, Intelligence, Dexterity, and Wisdom.
You gain advantage on all skill checks and saving throws for: Strength and Charisma.
If the creature is subjected to the intoxicated condition and is already intoxicated (due to drinking additional spirits or because of the ability or attack of another creature) it must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Each time the creature takes damage, and at the end of each of its turns it can make a new saving throw, ending the unconscious condition (but not the intoxicated condition) on a success. The intoxicated condition can be removed by completing a short or long rest.
A Medium creature can drink four drinks per +1 to it's constitution modifier. A creature that is Large or Larger can drink twice as many drinks as the size category below it (8 per +1 for Large, 16 per +1 for Huge, etc.) A Small or Tiny creature can drink half as many drinks as the size category above it (2 per +1 for Small, and 1 per +1 for Tiny).
Corruption Effect
Adventure Style (crunchy survival)
Corruption is a rare effect that is obtained from specific situations and/or monsters. This is only somewhat tied to your Sanity score where both can move independently, but on occasion, may move together. Corruption effects are a mental state so powerful, it alters reality through the power of The Dreamer. See the Awakened Rogue subclass for full details.