20 Questions about your Game

"Fire into melee" is vague. But since an area effect isn't something you're usually "firing," I took it to mean actual ranged attack rolls. Which come with a -4 penalty (or spend a feat) specifically to avert ANY chance AT ALL of hitting allies.
Do this many of you actually nerf archers this hard, or did you mean area effects when you said firing into melee can hurt allies in your games?

Well, I read the question as "can I hurt my friends" with "fire into melee" being just an example. The important part was the "can I hurt my friends." I answered that portion as "yes."
 

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Ability scores generation method? 4d6 drop lowest, if it's a particularly heroic or dangerous campaign, all party members share the best set of stats, applied however.

How are death and dying handled? -10 = dead

What about raising the dead? If you can afford it and find someone willing to do it, it's fair game.

How are replacement PCs handled? Start at the level below the lowest level character in the party.

Initiative: individual, group, or something else? Individual for PCs and Named baddies, Group for Mooks

Are there critical hits and fumbles? How do they work? Crits are RAW, fumbles are either dropping your weapon (if on last attack) or forfeiting remainder of attacks (if you have multiple 1 or more remaining that round)

Do I get any benefits for wearing a helmet? Only if it's a special helm. Otherwise it's assumed it's part of the armor set.

Can I hurt my friends if I fire into melee or do something similarly silly? Possibly if you fumble, but in general no.

Will we need to run from some encounters, or will we be able to kill everything? Need? No. You can always die if you find something too strong instead if you want.

Level-draining monsters: yes or no? Yes

Are there going to be cases where a failed save results in PC death? Yes

How strictly are encumbrance & resources tracked? Resources, sometimes, depends on the adventure. Encumbrance only if someone is getting ridiculous or in certain situations (swimming, climbing, etc)

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? Level immediately, benefits (aside from stats) come after you have rested.

What do I get experience for? Killing stuff, mission stuff, roleplaying stuff, trap stuff.

How are traps located? Description, dice rolling, or some combination? Search the area, if your search roll beats the DC of the trap, you find it. Then you have to disable it.

Are retainers encouraged and how does morale work? Not encouraged or discouraged.

How do I identify magic items? Identify, Legend Lore, etc

Can I buy magic items? Oh, come on: how about just potions? Some. Depends on the size of the city and a random roll of what the shop may have.

Can I create magic items? When and how? Yes, when you have the time, feats and materials.

What about splitting the party? It happens, but you will be taunted.
 

  1. Ability scores generation method? 4d6, re-roll 1's, assign as desired
  2. How are death and dying handled? I won't deliberately overwhelm them, but if they think they're immortal, they're in for a rude surprise. Dead is at -CON, not -10.
  3. What about raising the dead? Not commonly available, but can be done. Creates lots of headaches for wills, etc.
  4. How are replacement PCs handled? I try to find a way to work them in via the storyline, rather than, "Poof, someone new shows up and everyone automatically accepts them fully."
  5. Initiative: individual, group, or something else? Group unless there's a reason to do otherwise. Characters with initiative modifiers apply them to the group roll. Then the LOSING side declares what they're going to do, then the winning side declares, then winning side acts, then losing side acts.
  6. Are there critical hits and fumbles? How do they work? Yes, to both. Natural 20 = critical hit, roll d20 again. 1-5: just a good hit. 6-15: x2 damage. 16-19: x3 dmg. 20: x4 dmg. Natural 1 = fumble, roll d20 again. 1: strike self. 2-5: strike ally. 6-15: fumble weapon. 16-20: just a really bad miss
  7. Do I get any benefits for wearing a helmet? Only if someone tries a called shot to the head, or a sap attack, etc
  8. Can I hurt my friends if I fire into melee or do something similarly silly? Yes
  9. Will we need to run from some encounters, or will we be able to kill everything? there will be times when you'll need to run
  10. Level-draining monsters: yes or no? yes, but not until higher levels
  11. Are there going to be cases where a failed save results in PC death? yes
  12. How strictly are encumbrance & resources tracked? only if they get abusive about it
  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? Sometimes I'll allow level gain mid-adventure, especially for purely physical aspects (HP, THAC0, etc). New spells, proficiencies, etc. don't come until training.
  14. What do I get experience for? Combat, problem solving, really good/clever ideas, doing something in character even when it's to your own detriment, etc
  15. How are traps located? Description, dice rolling, or some combination? Combination
  16. Are retainers encouraged and how does morale work? yes, I think they add a lot to the campaign. In fact, I have a company that hired retired adventurers to act as retainers for active adventurers. They don't go into the dungeon, they don't fight, but they'll set up camp, cook, clean, mend, etc.
  17. How do I identify magic items? by spell, or legend lore, or something similar
  18. Can I buy magic items? Oh, come on: how about just potions? I've run campaigns where you could, but not my current one. you can pay someone to make a scroll or potion for you, but there's no "Magic Shop" for +1 swords, etc
  19. Can I create magic items? When and how? If you meet the requirements in RAW, yes.
  20. What about splitting the party? I prefer keeping them together, but there are times when it makes sense for them to separate.
 

Ability scores generation method? 5d6 drop the lowest two, assort as desired. Reroll anything under 13 we have HIGH powered games.

How are death and dying handled? Death at -10 HP, Dying at -1 lose 1HP every round unless stablized, At 0 one action then Dying. Pretty much the basics.

What about raising the dead?Per RAW, typically. As a DM I haven't bumped into something I couldn't think of an RP way out of, yet.

How are replacement PCs handled? Haven't bumped into the problem yet, but in my campaign there are a 3 who can't just be replaced since they are carrying shards of a gods' soul inside their own souls.

Initiative: individual, group, or something else? Individual for the PCs, everytime. Sometimes if I have too many enemies I group them up. It is rolled at the beginning of combat or whatever I make them roll it for.

Are there critical hits and fumbles? How do they work?Yes and yes. Critical Threat then confirm as typical. Fumble by rolling a 1 then we roll the "Die of Destiny" (d100) and the DM gauges what happens based on the roll 1 being best for player 100 being worst. Typically 1 means you miss, 100 means tpk, and 42 means something awesome and outlandish happens for the player.

Do I get any benefits for wearing a helmet? ...the bats can't get you? It is included with most armor sets. If something specifically attacked your HEAD like...a Dark Mantle I might give a bonus. Might.

Can I hurt my friends if I fire into melee or do something similarly silly?Yes, otherwise precise shot would be pointless. We have had PC deaths caused by other party members.

Will we need to run from some encounters, or will we be able to kill everything? NEED to? No. Might want to? Yes. I try to gauge the power of fights accurately, but some times I get lucky and some times I kill two party members and take 2 more to negatives with a handful of monks. (actual example)

Level-draining monsters: yes or no?As is appropriate, there are ways to fix it and it is in the game. Negative levels aren't that scary.

Are there going to be cases where a failed save results in PC death?Yes. I try not to use Save or Die mechanics, but sometimes a Flesh to Stone is going to happen if you piss off the wrong Wizard.

How strictly are encumbrance & resources tracked?In the beginning I tracked weight pretty strictly, but now I am more relaxed, it is pretty much honor system at this point. However ammo and food and amounts of potions I will remember.

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? Leveling happens at the end of a session in the middle of anything that happens, unless we end in combat. You do not gain your used spells back, but you gain your new spells if you are a spontaneous caster. I handle it this way, because the best practice is being what you are and doing it for real, for PrCs you are required to try to fill the role before you become it, so when you level it is a sudden "Eureka moment" and you finally understand everything.

What do I get experience for? Anything and everything. Fights I gift experience based on difficulty x level. Average is 75 x level, really hard is 200 x level.

How are traps located? Description, dice rolling, or some combination? Dice rolling usually, I do like to warn them before hand if they make a reflexive perception check, but knowing a trap is there doesn't mean you can avoid it.

Are retainers encouraged and how does morale work? If retainers are what I think they are, we don't really use them. Morale is a non-issue.

How do I identify magic items?Identify or Detect Magic.

Can I buy magic items? Oh, come on: how about just potions? Certain places sell magic items, not every item and not a lot. The basics are usually sold where they are available though. Edit: EVERY major city has an apothecary.

Can I create magic items? When and how? Yes, as per RAW.

What about splitting the party? As a DM I feel like it is my job to divide and conquer, but it is USUALLY up to them.
 
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