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[SPEAKER_00]: Welcome to the show.

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[SPEAKER_00]: If you're starting here, there's a quick rundown of what to expect.

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[SPEAKER_00]: Season 2 of D&D arc is a comedy horror actual play podcast that uses pathfinder, second edition remastered as a springboard to tell a long-form group improv story.

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[SPEAKER_00]: This season takes place in the same world and continuity as season 1, but following different characters and set in a different time and place.

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[SPEAKER_00]: This time it's the 1930s United States instead

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[SPEAKER_00]: While there will be a lot of connective tissue to Season 1, Season 2 is intended to be an on-rap for new fans and you do not need to have listened to Season 1 to follow the story.

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[SPEAKER_00]: As for the rules of this season, we will be starting the campaign at Level 2 since we have a character who has a multi-class or dedication as it's called in Pathfinder right from the jump.

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[SPEAKER_00]: Like with Dungeons and Dragons, the majority of decisions in this game are made by rolling a 20-sided dice or D20 for short.

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[SPEAKER_00]: It is up to me as the Game Master Dungeon Master Cryptkeeper or GM for short, to set the DC, the die result required to succeed, and apply any situational bonuses or penalties to the result.

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[SPEAKER_00]: If the player's result on the die roll is higher than the DC I set,

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[SPEAKER_00]: if the result is 10 or more above or 10 or more below the DCI set, as well as if they roll a 20 or a 1 on the die, known as a Nat 20 and Nat 1, those results will be considered critical successes or critical failures respectively.

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[SPEAKER_00]: That means the result has extra rewards or consequences as they achieve either the best or worst possible outcome.

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[SPEAKER_00]: For example, dodging out of the way of a fireball, a player is asked to make a DC-17 reflex save.

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[SPEAKER_00]: They roll the dice and add the modifier for the reflex save, and they get a result of 7.

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[SPEAKER_00]: This is a critical failure on the check, so not only are they caught in the blast like with a regular failure, but they take double damage as a result of critically failing the check.

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[SPEAKER_00]: When in combat, each player has three actions that they can take on their turn.

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[SPEAKER_00]: All of the various abilities and maneuvers that they can do and take have an associated action cost to them.

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[SPEAKER_00]: For example, a wizard wants to move, attack with a staff and cast fireball.

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[SPEAKER_00]: moving and attacking each cost one action to pull off, and Fireball has an action cost of two actions.

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[SPEAKER_00]: The wizard cannot do all three things and has to pick and choose between them adding up to three actions.

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[SPEAKER_00]: They decide this time they are not going to attack with their staff, so they will spend one action moving into position and two actions casting their Fireball spell

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[SPEAKER_00]: If a role ever does not go a player's way, they can burn a hero point to attempt to try again.

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[SPEAKER_00]: Players start each session of this game with a minimum of one hero point and they can have a maximum of up to three at a time.

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[SPEAKER_00]: They generally earn these hero points by really leaning into the role play and doing something that is very personally narratively significant to their character.

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[SPEAKER_00]: We are also playing with the mythic variant rules, so these hero points are stronger than they would be in a traditional game.

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[SPEAKER_00]: At any time, players can spend a hero point, or mythic point, the terms will be used interchangeably, to attempt a failed rule again, adding an additional plus 10 to their result.

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[SPEAKER_00]: As a homebrew rule, they are also allowed to spend mythic points to give themselves an extra action on their turn, to heightened an ability by one step, or to use an ability in a way that's a bit of a stretch, and if they burn a hero point, I'm more likely to say yes to their wild request.

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[SPEAKER_00]: Finally, if a player character is dying, they can burn all of their current mythic points in order

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[SPEAKER_00]: final rule explanation, we are also playing the season using the proficiency without level variant rules, which makes the stats of both the player characters and monsters closer to what we would be used to seeing them at with D&D-5E.

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[SPEAKER_00]: This should not impact the listener experience at all other than maybe some more seasoned pathfinder players being surprised that the numbers aren't as extreme as what they're used to.

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[SPEAKER_00]: Any additional rules will be explained

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[SPEAKER_00]: Thank you, and I hope you enjoy Season 2 of D&Dark.

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[SPEAKER_00]: Crypted Quest, premiering Wednesday, October 14th, anywhere you find podcasts.

