Game Mode
Before Starting any campaign, the Referee asks what difficulty they would like to start in. This can change after a quest/job has finished. The difficulty is based on the proficiency system. Easy mode is the default setting.
• Easy mode: All creatures use their stats respectively in the book.
• Normal mode: All creatures (except Mini-bosses and Main Bosses) use the same proficiency as the characters.
• Hard Mode: All creatures have a plus two to their proficiency above the characters.
Mishaps
While in combat, anytime you use the attack action and roll a natural 1, this creates a mishap. Mishaps turn to a chance to hit an ally instead. Even the Referee rolls with this ruling. When this happens, make another attack roll to see if you hit your ally instead. This can be negated with an attunement of a charm like a rabbit’s foot (found in the PHD trinket list) or other simple charms purchased from street vendors (like flower vendors, action figure vendors, etc.) Depending on the type of attack(s) changes as listed below.
a) Melee Weapon(s)/Melee spell(s) attacks: Natural ones turns the attack into a wild swing. The target must be within range. The Referee can ask how you intended to swing, giving you the chance to direct your hit. If no answer is given, the Referee assumes with the nearest target. If no target is within reach, then it is simply a miss.
b) Range projectile/Range spells attacks: Natural ones turn the range attacks to a 10ft cone directed at the target as intended and extends beyond to the max of the range. Any ally within range has a chance to be hit. The Referee considers which way the wind blows by choice or by rolling a d4. 1 & 2 shifts to the right and 3 & 4 shifts to the left of the Referee or the attacking character.
Mob System
Mobs can be created when the same type of creatures decided to work together. They take the necessary squares until additional creatures joins the original mob then takes an additional size category. Refer to the size chart to determine the appropriate size. The max size a Mob can be is of two gargantuan. If a mob is created, a Hit Pool is valued based on the hit dice. For each one that joins the original mob, the Hit Pool increases by 2 dices, in average, plus constitution scores. Take the Attack Bonus and reduce the target’s AC by that amount. Roll a d20 alone. If it matches the number, only one makes a hit. Every two points above the AC increases the number of hits by one. Natural 20 is ruled that all attackers in the mob make a hit, but Critical damage is disabled. A natural 19 means all but one hit.
Cinematic Flavor
The flavor of the spell can be altered to fit the scene but function the same in the damage or results of the intended spell. This also includes with non-spell and spell like abilities.
Critical Damage
Critical Damage is dependent on the game.
Version 1: "Critical Smack"
Critical Damage is simplified to focus on the Weapon's and Cantrip's damage formulas. What ever the weapon or cantrip damage formula is, it gets maximized. "Features" and "Leveled Spells" aside from cantrips (as they do count as a leveled spell) do not get the benefit of the critical damage rules but instead rolled normally.
Version 2: "Fixed Crits"
Critical Damage is maximizing the value of the normal die and adding the average of the second set of dice. This includes "Features" and "Leveled Spells".
Version 3: "Soul Crits"
Critical Damage is maximizing the value of the normal dice and the additional dice. This includes "Features" and "Leveled Spells".
Passive Abilities
Most things can be done without rolling a d20. Instead, if it is a mundane task, you can choose to use the appropriate skill(s) passive score. To do this take the skill score you have and add 10 to it. Certain features can add to this.
During combat you can choose to passively attack your target. By doing this you are forfeiting the chance to critically hit your target. To do this take your “to hit score” and add 8 to it. Certain features can add to this.
Certain features can add to the Passive Abilities checks. Anything that gives the performer/attacker advantage when using Passive Abilities adds five to their passive score.