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== BASIC HOUSERULES == '''Character Classes and Basic Rules''': classes and races from the '''''Player’s Handbook''''' 5th ed. (PHB) along with '''''Xanathar's Guide to Everything''''' (XGE), '''''Mordenkainen’s Tome of Foes''''' (MTF), '''''Volo’s Guide to Monsters''''' (VGM) the '''''Wayfinder’s Guide to Eberron''''' (WGE) and '''''Eberron: Rising from the Ashes''''' (ERA). '''Resolve Points''': as Hero Points in the DMG pg. 264 but with a few new extra uses. * A spell-caster type character could spend a Resolve point as an Action and regain ½ (round down) his level in spell levels back (4th level wizard could regain 2 levels of spells back, either a 2nd level spell or two 1st level spells). You must complete a long rest to use this feature again. * During a rest (short or long) you can spend a Resolve Point to re-gain ½ your HD (round down, min 1) in additional healing rolls that you must use immediately during this rest. These don’t count towards your Hit Die used for healing. You must completed a long rest to spend a Resolve point this way again. One can also spend a Resolve Point and recover one level of Exhaustion as an Action. You must complete a long rest before you can use a Resolve point this way again. '''Melee Combat''' and '''Firing While Prone''': When you target a foe with a ranged attack and when that target is in melee range with an ally your attack rolls is at disadvantage (just like making a ranged attack while in melee). You are not at disadvantage when using a firearm when prone. '''Hardness''': Vehicles and material stop so much damage automatically (ala Damage Reduction of older editions). Hardness reduces all damage by its level before applying it to the target. '''Primitive Weapons & Armor''': are ineffective at penetrating advanced armor and advanced weapons tend to cut right through primitive armor (see Gear). Natural weapons and armor are not primitive. '''Slow Natural Healing''': per the DMG pg. 267. You regain HD after a long rest but NO Hit Points. You can also recover one level of Exhaustion after a short rest (in additional to one you regain after a Long Rest). '''Tool Proficiencies''': is not being used. Instead covered by normal skills (see new skills). '''TECHNOLOGY OF THE DRAGONSTAR''' </br> An important note about the setting is technology and magic. Over the last two thousand years technology has grown a great deal but so has magic. Today magic is so ingrained in the design and creation of most technological devices that the two are rather indistinguishable. This gear then counts as “magical” and can be affected by anti-magic. ‘Analog’ items are made with magi-tech but at a very low level and are not affected by anti-magic, dispel, ion attacks, etc. Any item with a Powercell will not work with in an Anti-Magic or similar areas. These items can be subject to the Dispel magic spell. A caster choices one item and the wielder must make an Intelligence save. Failure means the item stops functioning for one minute (10 round). With an action a ''Mechanic'' skill check vs. the same '''DC''' can restore an items function. Items with powercells of C or D gain a +2 bonus to this save, E or F powercells gain a +5 and G or H powercells gain a +10. If the item has multiple powercells add +1 for two cells and +2 if it has 4 or more cells.
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