Twenty Questions

Per Brendan:

  • Ability scores generation method?  4d6-L, arrange as you like.
  • How are death and dying handled?  Unconscious and dying at 0, dead at -10.
  • What about raising the dead?  All it takes is the spell or payments to the right person (with the spell).
  • How are replacement PCs handled? They are generally introduced whenever makes sense, next town, rescued victims, random travellers. Whatever.
  • Initiative: individual, group, or something else? Individual, 1d10 modified by Dexterity to determine segment of action.
  • Are there critical hits and fumbles? How do they work? Yup. Nat20 is Double Damage (double everything) and Two Nat20’s is an instant kill. Fumbles are on a Nat1, use the old Runequest/Stormbringer Fumble Charts.
  • Do I get any benefits for wearing a helmet?  Normal helmets no, they are assumed to be part of the armour. Great Helms will give you a +1 to AC but tank your Surprise roll.
  • Can I hurt my friends if I fire into melee or do something similarly silly?  Yup.
  • Will we need to run from some encounters, or will we be able to kill everything? Running is probably going to happen sooner or later, if nothing else Wilderness encounter tables are not “leveled”.
  • Level-draining monsters: yes or no? No, but the traditional “level drainers” do cause a cumulative -1 penalty (To Hit Hit, Damage, Initiative, & Saves) that can only be removed by Restoration and the special abilities of Warrior-Monks, Healers, and Tantrics.
  • Are there going to be cases where a failed save results in PC death? Yup.
  • How strictly are encumbrance & resources tracked? Resources, certainly. Encumbrance less so. I have a system adapted from LOFP but I haven’t really put it into play yet – the whole idea is to be reasonable.
  • What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? Fighter and Thieves don’t generally have to train (but Thieves and other specialists often have dues for organizations and guilds), Spellcasters have to train when a new spell level is gained. Mage’s get a spell every level, plus there are a selelction of very common basic spells of each level. Clerics know all their spells. Experience is rarely awarded in media res.
  • What do I get experience for? A combination of standard AD&D (Treasure and Killing Things) plus additional XP awarded ala the Palladium XP table. This makes for relatively quick low level advancement, and somewhat more reasonable mid-level advancement – and rewards roleplaying and think in addition to killing things and taking their stuff.
  • How are traps located? Description, dice rolling, or some combination? Dice are rolled as the final “check” – representing the sixth sense and “on the ground” knowledge of the thief that the player (and GM) do not have. Describe well enough at you might find it, no matter if you are a thief or not!
  • Are retainers encouraged and how does morale work? Not encouraged exactly, and morale is generally ignored as long as you are treating them well and there is no major test (ala a dragon or a demon or something like that).
  • How do I identify magic items? Take it to the mage’s guild, or try to do it yourself via magic. Trial and error works as well. Potions often have some sort of label.
  • Can I buy magic items? Oh, come on: how about just potions?  Sure, in the right place. There is rarely anything “big” for sale, but low-scale weapons and armour and most disposables are available in “the big city”
  • Can I create magic items? When and how? Yup, when mages and clerics can make scrolls (thogh I don’t use “scrolls”) and potions hit 7th level and want to take the time out to do so. Permanent items are potentially possible starting at 12th level for mages.
  • What about splitting the party? Knock yourself out, but don’t complain when you are not playing.
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Categories: Campaign, Campaign Development, FYI, Game Play, House Rules, OSR | Tags: , | Leave a comment

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