Should also take this down time and before things get too far ahead, to list some of my side rules:<br/><br/>-No need for spell components, unless they are major. Take animate dead, where you need 50 gp worth of crystals to animate. That sort of investment is fine, but the petty small components are just stupid micromanagement nonsense.<br/>-Weapon finess adds your dex into your dmg rolls in replace with str.<br/>-Quick draw adds +2 Initiative.<br/>-I don't give out exp, I judge appropriate times for my players to level up. Since I take into account combat and roleplay incentives together, something that the exp count system in DnD never really gets into with detail.<br/>- Be proactive with your checks and saves. If you think you need to make a skill check in your post, do not wait for my permission to do so. I shall judge if it was needed or not and move on from that point. This way we save posts and time from me having to tell you what to do all the time.<br/>-I am liberal with my item slot restrictions and magic items slot types. What I mean by this, is how you can take a vest of +2 resistance, and have it be a belly ring of +2 resistance, with your bellybutton being an entirely new body slot. The more kinky the better, and you can moves gloves into being a necklace and so on and so forth. I shall also be doing this with my loot I give you all, in due process.