Rihan’s Revenge uses D&D 5E as its core rule system, but since the world is not set in Faerun, there are differences in terms of character building. I also recommend some variations in gameplay rules to allow for more immersive storytelling.
Character creation variants
Saving Throws and DCs
In an effort to make the game as immersive as possible, I avoid using dice rolls to determine succeed or fail actions. If an action makes sense given a character’s abilities and personality, I will rule it successful. This is to encourage players to really develop and roleplay their characters’ personality.
- A strong fighter character succeeds in bashing down a door.
- A character with low Wisdom fails to realize an NPC is lying to them.
Use dice to determine actions that have a degree of success (or failure).
- A rogue tries to disarm a medium-difficulty trap (DC 18). They roll a 16. The DM rules this is a partial success, or success with consequences. Maybe the rogue successfully disarms the trap but gets their arm caught in the mechanism. Or they break their set of thieves’ tools. A roll of 18 or higher would have been an uncontested victory. A DC or 10 or lower might have been an absolute failure.
Roll initiative at the beginning of each session. Enemy initiatives are listed with each encounter.
Rather than using standard XP, Rihan’s Revenge has players level up according to specific points in the story. Recommended stopping points for sessions coincide with chapter endings.
After Chapter 1, PCs will reach Level 2. After Chapter 2, PCs will reach Level 3. Thereafter, it will take approximately two sessions for PCs to gain a new level.