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<blockquote data-quote="delericho" data-source="post: 5837763" data-attributes="member: 22424"><p><strong>Ability scores generation method?</strong></p><p></p><p>Current campaign was 30-point buy, using standard 3e costs.</p><p></p><p>The next campaign, each player will get a choice: 4d6-drop-lowest (standard 3e reroll applies), 28-point buy (standard 3e costs), or fixed arracy 16/15/13/12/10/8.</p><p></p><p><strong>How are death and dying handled?</strong></p><p></p><p>0 is disabled, -1 is dying, -10 is dead. Healing starts from 0 hit points, regardless of the actual total.</p><p></p><p>The next campaign will handle this differently: 0 is disabled, -1 is dying, thereafter make death saves - 3 strikes and you're out.</p><p></p><p><strong>What about raising the dead?</strong></p><p></p><p>Standard 3e.</p><p></p><p><strong>How are replacement PCs handled?</strong></p><p></p><p>You can retire a PC at any time without sanction. New PCs come in at the same XP total as everyone else, with standard equipment for their level. I'll write in the new PC at the earliest opportune moment.</p><p></p><p><strong>Initiative: individual, group, or something else?</strong></p><p></p><p>Individual, 3e standard.</p><p></p><p><strong>Are there critical hits and fumbles? How do they work?</strong></p><p></p><p>Yes and no, 3e standard.</p><p></p><p><strong>Do I get any benefits for wearing a helmet?</strong></p><p></p><p>No. Wear a helmet or don't; it's a flavour thing. Unless the helmet is magical, of course.</p><p></p><p><strong>Can I hurt my friends if I fire into melee or do something similarly silly?</strong></p><p></p><p>Been a while since I checked; I think 3.5e eliminated this risk.</p><p></p><p><strong>Will we need to run from some encounters, or will we be able to kill everything?</strong></p><p></p><p>You don't <em>need</em> to run from encounters, but you won't be able to kill everything... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><strong>Level-draining monsters: yes or no?</strong></p><p></p><p>Yes, 3e standard. If I ever write my homebrew, they'll be going.</p><p></p><p><strong>Are there going to be cases where a failed save results in PC death?</strong></p><p></p><p>I presume you mean save-or-die, rather than just "the fireball does 30 damage; you're dead?"</p><p></p><p>Either way, for the current campaign, the answer is "yes". If I ever write my homebrew, explicit save-or-die will be removed.</p><p></p><p><strong>How strictly are encumbrance & resources tracked?</strong></p><p></p><p>Encumbrance is by armour only. For the next campaign I'm looking to change this.</p><p></p><p><strong>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?</strong></p><p></p><p>You get enough XP, you get the full suite of powers immediately. XP is dished out at the end of the session.</p><p></p><p><strong>What do I get experience for?</strong></p><p></p><p>At the moment, every PC gets a fixed amount at the end of each session, regardless of what they did. They get XP even if the player (and even character) wasn't present - I don't want to bother with mixed-level parties, and I find that 'penalising' XP gain for absent players just encourages further absenteeism.</p><p></p><p><strong>How are traps located? Description, dice rolling, or some combination?</strong></p><p></p><p>A combination.</p><p></p><p>"I search for traps" - you get to roll.</p><p></p><p>"I search <location> for traps" - you get to roll. You get a bonus of +2 vs traps in that area, no adjustment on closely-related areas, and a -2 penalty on the rest of the room.</p><p></p><p>"I <do the specific thing to find the trap>" - you find the trap, of course.</p><p></p><p>Where possible, I try to provide clues in the adventure to enable players to find the traps without defaulting to character skill, but allow character skill as the fall-back. A dedicated trap-finder can expect to find about 70% of traps by rolling.</p><p></p><p><strong>Are retainers encouraged and how does morale work?</strong></p><p></p><p>Neither encouraged nor discouraged. Morale will depend on Charisma, diplomacy and intimidation skills, and how well the retainer is treated.</p><p></p><p><strong>How do I identify magic items?</strong></p><p></p><p>The <em>identify</em> spell, whether cast directly, through a scroll, or by a sage.</p><p></p><p>Potions may be identified by a Spellcraft check, while scrolls are done by <em>read magic</em>.</p><p></p><p><strong>Can I buy magic items? Oh, come on: how about just potions?</strong></p><p></p><p>Yes, 3e standard.</p><p></p><p>If I ever write my homebrew, this will be changed - you'll be able to buy 'trinkets' (potions, scrolls, and other one-use items). More powerful items will be considered Artifice powers, and selected the same as any others.</p><p></p><p><strong>Can I create magic items? When and how?</strong></p><p></p><p>Yes. 3e standard.</p><p></p><p>If I ever write my homebrew, creating items will be the purview of Artificers and similar. See above.</p><p></p><p><strong>What about splitting the party?</strong></p><p></p><p>It's discouraged by the nature of the challenges faced, but permitted. Ultimately, players play their characters, not the DM or the game rules.</p></blockquote><p></p>
[QUOTE="delericho, post: 5837763, member: 22424"] [b]Ability scores generation method?[/b] Current campaign was 30-point buy, using standard 3e costs. The next campaign, each player will get a choice: 4d6-drop-lowest (standard 3e reroll applies), 28-point buy (standard 3e costs), or fixed arracy 16/15/13/12/10/8. [b]How are death and dying handled?[/b] 0 is disabled, -1 is dying, -10 is dead. Healing starts from 0 hit points, regardless of the actual total. The next campaign will handle this differently: 0 is disabled, -1 is dying, thereafter make death saves - 3 strikes and you're out. [b]What about raising the dead?[/b] Standard 3e. [b]How are replacement PCs handled?[/b] You can retire a PC at any time without sanction. New PCs come in at the same XP total as everyone else, with standard equipment for their level. I'll write in the new PC at the earliest opportune moment. [b]Initiative: individual, group, or something else?[/b] Individual, 3e standard. [b]Are there critical hits and fumbles? How do they work?[/b] Yes and no, 3e standard. [b]Do I get any benefits for wearing a helmet?[/b] No. Wear a helmet or don't; it's a flavour thing. Unless the helmet is magical, of course. [b]Can I hurt my friends if I fire into melee or do something similarly silly?[/b] Been a while since I checked; I think 3.5e eliminated this risk. [b]Will we need to run from some encounters, or will we be able to kill everything?[/b] You don't [i]need[/i] to run from encounters, but you won't be able to kill everything... :) [b]Level-draining monsters: yes or no?[/b] Yes, 3e standard. If I ever write my homebrew, they'll be going. [b]Are there going to be cases where a failed save results in PC death?[/b] I presume you mean save-or-die, rather than just "the fireball does 30 damage; you're dead?" Either way, for the current campaign, the answer is "yes". If I ever write my homebrew, explicit save-or-die will be removed. [b]How strictly are encumbrance & resources tracked?[/b] Encumbrance is by armour only. For the next campaign I'm looking to change this. [b]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?[/b] You get enough XP, you get the full suite of powers immediately. XP is dished out at the end of the session. [b]What do I get experience for?[/b] At the moment, every PC gets a fixed amount at the end of each session, regardless of what they did. They get XP even if the player (and even character) wasn't present - I don't want to bother with mixed-level parties, and I find that 'penalising' XP gain for absent players just encourages further absenteeism. [b]How are traps located? Description, dice rolling, or some combination?[/b] A combination. "I search for traps" - you get to roll. "I search <location> for traps" - you get to roll. You get a bonus of +2 vs traps in that area, no adjustment on closely-related areas, and a -2 penalty on the rest of the room. "I <do the specific thing to find the trap>" - you find the trap, of course. Where possible, I try to provide clues in the adventure to enable players to find the traps without defaulting to character skill, but allow character skill as the fall-back. A dedicated trap-finder can expect to find about 70% of traps by rolling. [b]Are retainers encouraged and how does morale work?[/b] Neither encouraged nor discouraged. Morale will depend on Charisma, diplomacy and intimidation skills, and how well the retainer is treated. [b]How do I identify magic items?[/b] The [i]identify[/i] spell, whether cast directly, through a scroll, or by a sage. Potions may be identified by a Spellcraft check, while scrolls are done by [i]read magic[/i]. [b]Can I buy magic items? Oh, come on: how about just potions?[/b] Yes, 3e standard. If I ever write my homebrew, this will be changed - you'll be able to buy 'trinkets' (potions, scrolls, and other one-use items). More powerful items will be considered Artifice powers, and selected the same as any others. [b]Can I create magic items? When and how?[/b] Yes. 3e standard. If I ever write my homebrew, creating items will be the purview of Artificers and similar. See above. [b]What about splitting the party?[/b] It's discouraged by the nature of the challenges faced, but permitted. Ultimately, players play their characters, not the DM or the game rules. [/QUOTE]
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