Section Three : Rules & Mechanics

SECTION 3: RULES & MECHANICS

The cannabis-infused world of The High Fantasy brings with it new rules, altered traditional mechanics, and systems built specifically around consumption, cultivation, elevation, and resistance. This section outlines how to manage these systems at your table, including combat effects, crafting, strain interaction, and risk/reward balance.


3.1. High Checks (HC)

The High Check (HC) is a core mechanic in The High Fantasy, used to determine how a character physically and mentally handles cannabis strain effects, including magic enhancement, ritual success, or survival during spiritual smoke journeys.

HC Formula:

d20 + Constitution Modifier + Weedcraft Bonus
Difficulty Class (DC): Set by the strain’s potency and context (ranging from 8–25)

Potency TierHC Difficulty ExampleResult
Low (Mild Indica, low-dose edibles)DC 8–12Buff or mood lift only
Medium (Hybrid joints, moderate dabs)DC 13–17Boost + risk of distraction or hallucination
High (Potent concentrates, rituals)DC 18–22Roll on the High Effect Table
Legendary/ExperimentalDC 23–25+Trigger plane-shifting, mutation, or full breakdown

Fail Consequences (DM’s Choice):

  • Couchlock: Speed halved, no reactions
  • Greensick: Disadvantage on Constitution saves for 10 mins
  • Terp Overload: Psychic visions, loss of coordination, temporary confusion
  • Strain Clash: If multiple types are active (e.g., Sativa + Indica), roll on the Wild High Table

3.2. Smoke & Spellcasting

Cannabis directly fuels or modifies spellcasting in this system. Some spells require inhalation or ritual consumption. Others can be enhanced by particular strain types or delivery methods.

Consumption Methods:

  • Inhalation (Fast-acting): Activate spell effects immediately. Risk of HC failure.
  • Edibles (Delayed-effect): Take 1d4 turns to activate. Safe but less tactical.
  • Tinctures (Targeted use): Apply to weapons, arrows, or gear.
  • Dabs (Concentrated boost): Adds extra power but causes after-effects unless tolerance is managed.

Spell Examples (By Class):

SpellClassEffect
Sticky ShieldGrowcererGrants +2 AC and disarms attackers on nat 1
Puff of HealingAlchighmistRestores 1d8 HP to an ally with line of sight
SmokeformTokin’ MonkTurns into smoke for 1 turn; immune to physical damage
Terp MirageCannabardCreates a false image of yourself made of glowing smoke
Burning BudstormBudbarianAoE blunt barrage dealing fire/psychic damage in 15ft cone

Strain Type Interaction Bonus Examples:

  • Sativa-enhanced Spell: Boosts range or precision (e.g., adds +1d4 to spell attack rolls)
  • Indica-enhanced Spell: Adds lingering effects (e.g., slows enemy movement)
  • Hybrid-enhanced Spell: Casts with dual effects (DM rolls 2 outcomes, choose 1)
  • Ruderalis-enhanced Spell: Triggers a random effect from the Chaos Bloom Table

3.3. Weedcraft Skill

Weedcraft is a unique skill that governs a character’s ability to grow, manipulate, enhance, or understand cannabis and strain-based items.

Key Weedcraft Functions:

  • Strain Identification (DC 10–20): Know effects, origin, risks
  • Cultivation (DC varies): Grow your own strains or repair magical plants
  • Infusion (DC 12+): Add strain effects to potions, weapons, armor
  • Crossbreeding (DC 18–25): Create new hybrid strains with unpredictable powers
  • Tincture/Terp Extraction (DC 15+): Turn flower into oil or resin for concentrates

Skill Specializations:

  • Botanist: +2 to cultivation and crossbreeding
  • Infuser: +2 to all infusion attempts
  • Extractor: Doubles concentrate yield

3.4. Cultivation & Crafting

Cultivation provides a self-sustaining loop of reward and progression. Crafting allows for invention, experimentation, and flavor-specific loot.

Basic Grow Cycle (In-Game Weeks):

  1. Planting: Requires soil, light, water, and magic touch (Weedcraft DC 10)
  2. Growth Phase: Can be fast-tracked with spells or enchantments
  3. Harvesting: Yield determined by previous rolls and environment
  4. Curing: Optional stage for bonus potency
  5. Processing: Turn into usable products: flower, edibles, oils, etc.

Advanced Techniques:

  • Living Growhouse: Plant-based home that produces effects while players rest
  • Auto-Terp Strain: Self-multiplying strain that replicates when smoked
  • Myco-Cannabis Grafting: Add mushroom properties to cannabis strains

3.5. Contact High System

Characters and NPCs can be unintentionally affected by secondary smoke or shared strain auras during combat or exploration.

Contact High Radius

  • Small Pipe: 5ft
  • Joint/Blunt: 10ft
  • Bong/Rig: 15ft
  • Ritual Smoke: 30ft or room-scale

Roll Contact HC:

  • Creatures must roll if in radius for more than 1 turn or fail a Constitution save.
  • If failed: roll on the Minor High Effect Table (DM choice or d6):
    1. Laughing Fit (Disadvantage on attacks)
    2. Cosmic Insight (Advantage on next check)
    3. Dry Mouth (No verbal components for 1 turn)
    4. Visual Echoes (Can’t tell friend from foe)
    5. Cough Lock (Lose reaction)
    6. Float State (Levitate 5ft uncontrollably)

3.6. Tolerance & Addiction System

A realism layer for long campaigns or roleplay-heavy games.

Tolerance:

  • Track each time a player uses a strain type.
  • Every 5 uses: -1 effect bonus unless the character takes a Tolerance Break (48 in-game hours).
  • Tolerance breaks restore full effects and may grant spiritual visions.

Addiction (Optional):

  • If overused without breaks, roll Wisdom save (DC 15).
  • Failure: player becomes strain dependent.
  • Dependency effects: Must consume daily or suffer Weed Withdrawal (Disadvantage on Wisdom, Constitution).

3.7. Rolling Mechanics Customization

  • Puff Save: Constitution check to avoid getting “too high”
  • Ritual Rolls: Combine multiple players’ rolls (e.g., Cultivation + Infusion + Concentration)
  • High Chain: When 3 or more players are simultaneously under strain effects, they may enter a High Chain:
    • All gain +1 to spell attacks and perception
    • Lasts 1d4 turns or until one player fails a Puff Save

3.8. Smoking Tools and Their Mechanics

ToolBonusDrawback
JointQuick useLimited effect (1 round boost)
BluntShared effect (5ft radius)Requires full action
BongAdds 1d6 to spell or HC rollMust sit/stationary
Dab RigDoubles effect durationRoll HC at Disadvantage
Vape PenReusable, stealthyLess potency unless modified
Ritual PipeRequired for high-level spellsOnly one per party

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