Friday, February 24, 2012
Another 20 Questions
This is a good idea. I'm interested to see what different options people present. I've already answered some of these in my house rules document, but here goes:
1. Ability scores generation method?
Roll 4d6 and total the top three dice six times. Arrange these scores as desired. You must meet all minimum ability scores before adjustments to choose a particular class. For example, you must have rolled a 17 and assigned it to Charisma to be a paladin. Ability score adjustments are allowed as described on LL p. 7 and AEC p. 6. Ignore the different ability limitations based on gender.
2. How are death and dying handled?
Characters reduced to 0 or fewer hit points have a chance to avoid death. Make a saving throw versus Death. If you succeed, the character has 1 hit point but is incapacitated. The character may have scars or other repercussions from their brush with mortality.
3. What about raising the dead?
It is possible to raise the dead. If you have an NPC cast a raise dead or resurrection, it's expensive.
4. How are replacement PCs handled?
Create the character as normal. Any new character joining the party will start at first level or one level below the level of the lowest-level current party member.
5. Initiative: individual, group, or something else?
At the beginning of each combat round, each player will roll initiative using 1d10 plus their character's DEX modifier for initiative. High rolls will act first.
6. Are there critical hits and fumbles? How do they work?
There are no critical fumbles. On a successful to hit roll of 20, you have the chance of scoring a critical hit. If a second to hit roll (including all bonuses to hit) is successful, you have scored a critical hit and automatically cause maximum damage with that attack.
7. Do I get any benefits for wearing a helmet?
The combat option rules for helmets, parrying, subdual damage, and two-weapon fighting will be used as written on AEC p. 142.
8. Can I hurt my friends if I fire into melee or do something similarly silly?
Yes. Any shots fired into melee that miss have a chance of hitting an ally.
9. Will we need to run from some encounters, or will we be able to kill everything?
Run. Run fast.
10. Level-draining monsters: yes or no?
11. Are there going to be cases where a failed save results in PC death?
12. How strictly are encumbrance & resources tracked?
I don't keep close track, but you're not climbing through the Crystalmists with a wagonload of gear in your backpack.
13. 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?
Gain the xp and gain the level. For things like new spells, you need to go somewhere that makes sense to get them - a mentor, library, guild, etc. Clerics and druids may need to learn new prayers at an appropriate temple.
14. What do I get experience for?
Defeating or overcoming monsters, acquiring treasure, carousing, good roleplaying, solving puzzles or problems, and achieving or advancing plot points.
15. How are traps located? Description, dice rolling, or some combination?
If you describe something that would locate a trap, your character finds it. If you don't describe things in detail, it goes with the dice.
16. Are retainers encouraged and how does morale work?
You can have retainers if you like. Base morale is according to their employer's Charisma. Check morale as indicated in the LL rulebook, p. 56 or when appropriate.
17. How do I identify magic items?
Try to use it, hire a sage or alchemist, or use an identify or legend lore spell. If you have the appropriate command word, you can use most charged items without knowing specifically what they are. You can try to identify potions by tasting a bit of them. Magic-user scrolls must be read with read magic. Clerics and druids can read clerical scrolls. Anyone can read general use or cursed scrolls.
18. Can I buy magic items? Oh, come on: how about just potions?
Sure, but they're going to be expensive and only available from a few people in the largest cities.
19. Can I create magic items? When and how?
Sure. Do some research, gather the right components, have the components and materials crafted, then enchant them. Expect to spend a fair amount of money and time to do it.
20. What about splitting the party?
Go ahead, but expect to only get to do about half as much during a session. If the party splits into two or more groups for more than a session, I will probably run them as completely separate groups until they meet or rejoin to keep people from being bored and me from being crazy.