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If you want your character to say something, say it. If you want your character to look in a drawer, say that you look in a drawer.
(I can get onboard for using these skills together with the new downtime rules in Xanathar, where you can, for example, use Persuasion to roll on the Carousing table.)
This rule means that you can (by making attack rolls against their AC) threaten someone with a drawn, loaded bowstring and their HP will be reduced by sheer terror. This rule means that you can (by making attack rolls against their AC) take successive turns aiming at someone and reducing their HP by reducing their position, their chance of surviving the fight. This rule also means that you can just spam arrows at someone, releasing an arrow every round. You describe your shooting in a way that’s cool to you or that makes sense in the situation.
We don’t use any maps, playing boards or other minaturized spatial representation.
Edit:Oh, wow, this part has changed a lot. We now use a system kinda similar to The One Ring with volley rounds and backrank/frontrank.
If one side has light — on their own person, i.e. holding torch or having a lit shield, not a lantern set down on the floor — that person, and all their allies in the same mêlée group, strike before opponents who don't have such light. If the light situation is equal, who ever is on their home turf strike first.
Since we don’t use maps & minis, I’m more generous when players speak in predicate terms of where they want to go and not super punishing about them getting lost.
I describe rooms as you would see them from your own POV, not from above. I use the room we’re playing in, I make gestures, I try to make it vivid.
“Wandering monster checks” are now “encounter checks” that the players make. They can use inspiration on these. I use whatever dice is in the particular module or region we’re in, but if needed I flip it so that high is safe, low is danger.
I hand out tokens for “good roleplay”. I want to have the strict definition “when being true to your character gets them into trouble” (inspired by Fate) but I sometimes can’t help myself and give it out for other cool stuff as well.
You can have any amount of such tokens but if you want to give yourself, or someone else, advantage or disadvantage, the price is all of your tokens, no matter if you have 1 token or 30 tokens. This is to emulate the “you either have it or haven’t it, it doesn’t accumulate” nature of RAW inspiration.
Also we emphatically don’t use the common house rule that you can spend insp to get a second chance after a failed roll. You have to place your bet before you roll. This is RAW, but, since that house rule is so common this bears mentioning here.
Also we’ve had the insp tokens serve double duty to be drama tokens from Dramasystem. I.e. you get one from the other when you give in (or from the pool if they have none), you get two from the other if you give in when you really don’t want to give in (and if they don’t have two, this can’t happen), and they get three from you if you override them trying to give you two in that way (and they keep their two – again, you need to have three for that to happen).
So that’s a way for it for the amount of tokens you have to matter.
A simpler class, inspired by Searchers of the Unknown and Three Sixteen. Explained here. For non-gamers dropping into our world.