AttendanceEditWhenever a player is absent, the character accompanies the group silently (or sits out quietly) but takes no useful actions. The exception is when the player declares the character's actions before the end of the previous session (research, copying spellbooks, manufacturing items, etc). All of the background work for the character's work must be completed before the end of the game.
In situations where the game would be ruined because a vital character is not present, the DM will take over the character for the session. For example, the only priest is not present and the party requires immediate healing.
Because of this reason, players are required to submit character sheets whenever they level along with current spell lists.
When a player is absent, the character earns only 1/2 experience from combat encounters and earns no role-play experience.
If a player is unable to attend a game, there is one alternate option:
The character may be run by another player, known as a proxy, subject to GM approval. The character sheet must be presented to the other player prior to the start of the game session. If the character sheet is not presented, the other player will receive the last copy provided to the GM.
If a character is played by proxy, they earn 3/4 experience from combat encounters. They earn no role-play experience.
As a reward, the character normally played by the proxy earns the additional 1/4 experience taken from the absent character.
Downtime actions are those actions that are taken between adventures or between sessions. Downtime actions range from the minute (sharpening weapons, preparing magical item charges, etc) to the complex (spell research, information gathering, etc). Downtime action should be announced at the end of the previous session or communicated to the DM before the game.
The DM has final ruling on specific downtime actions. Success (or availability) is dependent on location, resources, and desired outcome. For example, a cleric will not be able to preach to a village in the middle of a dungeon.
Players are encouraged to keep in-character journals. Keeping journals benefits everyone: players have notes to refer back to and the DM gains insight into what the characters are thinking.
Journal entries are worth a base 3% of the XP needed to rise to the next level. The character's level at the start of the session is used to determine journal XP bonuses.
Players who write journal entries consistently will receive an additional bonus. Writing an entry for every gaming session will earn a cumulative .5% bonus to the XP given, to a maximum of +5%.
If a character is being retired, half of their final journal XP bonus can be applied to the new character. The new character can never receive more than the normal journal XP bonus for their level.
Journal entries are due 24 hours prior to the game.
- ↑ Calculated (character level * .03)