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<blockquote data-quote="Sekhmet" data-source="post: 5837417" data-attributes="member: 97602"><p> <ol> <li data-xf-list-type="ol">Ability scores generation method? Usually 3d6.</li> <li data-xf-list-type="ol"> How are death and dying handled? Sometimes you die. Either your friends help resurrect you or they don't.</li> <li data-xf-list-type="ol"> What about raising the dead? Available in all large cities and any Cleric of high enough level.</li> <li data-xf-list-type="ol"> How are replacement PCs handled? I'll find a way to drop them into the adventure.</li> <li data-xf-list-type="ol"> Initiative: individual, group, or something else? Individual.</li> <li data-xf-list-type="ol"> Are there critical hits and fumbles? How do they work? Yes. Threaten/confirm and rolling 1.</li> <li data-xf-list-type="ol"> Do I get any benefits for wearing a helmet? -2 Spot and Listen, 25% Fortification.</li> <li data-xf-list-type="ol"> Can I hurt my friends if I fire into melee or do something similarly silly? Yes.</li> <li data-xf-list-type="ol"> Will we need to run from some encounters, or will we be able to kill everything? Sometimes you run into something that can beat you. Keep your options open.</li> <li data-xf-list-type="ol"> Level-draining monsters: yes or no? When they make sense. I won't substitute a goblin for a wight if you're in a graveyard.</li> <li data-xf-list-type="ol"> Are there going to be cases where a failed save results in PC death? Yes.</li> <li data-xf-list-type="ol"> How strictly are encumbrance & resources tracked? Resources are very strict, where encumbrance is a little fudged. I try not to worry about "how you pack it", instead "how much does it weigh". It doesn't make much sense packing twenty Orc Waraxes, but I can overlook it.</li> <li data-xf-list-type="ol"> 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? I generally just wait for the first "rest" period. If that means sleeping the night in the wilderness, or in the dungeon, that is okay.</li> <li data-xf-list-type="ol"> What do I get experience for? Using skills well, overcoming challenges, fighting, roleplaying, and thoughtfulness.</li> <li data-xf-list-type="ol"> How are traps located? Description, dice rolling, or some combination? A combination. I'll describe the area, and if a trap is evident (DC10 or less) it will be included. Sometimes, you can see the trap (spiked floor) but not how to avoid it.</li> <li data-xf-list-type="ol"> Are retainers encouraged and how does morale work? Yes. I start with morale of about 10, and modify for style of play and buffs. A courageous, heartstrong Paladin would probably have a 12, before his buffs. A sneaky, selfish Thief might have an 8 - he'll probably run if his own life is on the line.</li> <li data-xf-list-type="ol"> How do I identify magic items? Cast Identify (or equivalent) or use Spellcraft for minor magical items (up to +4) or Knowledge: Magic for +5 and higher.</li> <li data-xf-list-type="ol"> Can I buy magic items? Oh, come on: how about just potions? In some cities, and not all items are available. Most towns will have a priest or apothecary that can sell minor potions.</li> <li data-xf-list-type="ol"> Can I create magic items? When and how? Absolutely. Anytime you can spare the time, so long as you have access to the materials and work space. You might be in a small village, using the local blacksmith's forge at night while he's sleeping.</li> <li data-xf-list-type="ol"> What about splitting the party? I don't do it often, but it can happen. </li> </ol></blockquote><p>[/QUOTE]</p>
[QUOTE="Sekhmet, post: 5837417, member: 97602"] [LIST=1] [*]Ability scores generation method? Usually 3d6. [*] How are death and dying handled? Sometimes you die. Either your friends help resurrect you or they don't. [*] What about raising the dead? Available in all large cities and any Cleric of high enough level. [*] How are replacement PCs handled? I'll find a way to drop them into the adventure. [*] Initiative: individual, group, or something else? Individual. [*] Are there critical hits and fumbles? How do they work? Yes. Threaten/confirm and rolling 1. [*] Do I get any benefits for wearing a helmet? -2 Spot and Listen, 25% Fortification. [*] Can I hurt my friends if I fire into melee or do something similarly silly? Yes. [*] Will we need to run from some encounters, or will we be able to kill everything? Sometimes you run into something that can beat you. Keep your options open. [*] Level-draining monsters: yes or no? When they make sense. I won't substitute a goblin for a wight if you're in a graveyard. [*] Are there going to be cases where a failed save results in PC death? Yes. [*] How strictly are encumbrance & resources tracked? Resources are very strict, where encumbrance is a little fudged. I try not to worry about "how you pack it", instead "how much does it weigh". It doesn't make much sense packing twenty Orc Waraxes, but I can overlook it. [*] 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? I generally just wait for the first "rest" period. If that means sleeping the night in the wilderness, or in the dungeon, that is okay. [*] What do I get experience for? Using skills well, overcoming challenges, fighting, roleplaying, and thoughtfulness. [*] How are traps located? Description, dice rolling, or some combination? A combination. I'll describe the area, and if a trap is evident (DC10 or less) it will be included. Sometimes, you can see the trap (spiked floor) but not how to avoid it. [*] Are retainers encouraged and how does morale work? Yes. I start with morale of about 10, and modify for style of play and buffs. A courageous, heartstrong Paladin would probably have a 12, before his buffs. A sneaky, selfish Thief might have an 8 - he'll probably run if his own life is on the line. [*] How do I identify magic items? Cast Identify (or equivalent) or use Spellcraft for minor magical items (up to +4) or Knowledge: Magic for +5 and higher. [*] Can I buy magic items? Oh, come on: how about just potions? In some cities, and not all items are available. Most towns will have a priest or apothecary that can sell minor potions. [*] Can I create magic items? When and how? Absolutely. Anytime you can spare the time, so long as you have access to the materials and work space. You might be in a small village, using the local blacksmith's forge at night while he's sleeping. [*] What about splitting the party? I don't do it often, but it can happen. [/LIST][/QUOTE] [/QUOTE]
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