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<blockquote data-quote="Blacky the Blackball" data-source="post: 5837727" data-attributes="member: 6688526"><p>All the following is Rules-as-Written for Darker Dungeons, which makes it <em>mostly</em> Rules-as-Written for BECMI</p><p></p><p><strong>Ability scores generation method?</strong></p><p></p><p>Standard array, arrange as desired.</p><p></p><p><strong>How are death and dying handled?</strong></p><p></p><p>Unconscious at 0, save vs Death each round with a cumulative -1 penalty per round until you die or someone heals you.</p><p></p><p><strong>What about raising the dead?</strong></p><p></p><p>The Raise Dead spell is mostly available for free providing you have a reasonably intact body (but you might have to wait a few days - which may be critical if you've taken a long time to get back to civilisation). If you don't have a reasonably intact body, you'll need a Raise Dead Fully instead for which you'll need a finger or equivalent sized bit of the body.</p><p></p><p>If you were disintegrated or otherwise have no bits of the body, tough. You can't be raised.</p><p></p><p>The Raise Dead spell does not cost money or reduce your level or Con, and there's no limit to how many times it can be cast on you.</p><p></p><p> <strong>How are replacement PCs handled?</strong></p><p></p><p>A new PC is brought in with the same XP total as everyone else. The players co-operate in handwaving a reason why the new person should join the party.</p><p></p><p><strong>Initiative: individual, group, or something else?</strong></p><p></p><p>Individual for players. Theoretically individual for monsters, but groups of the same monster type might roll as a group.</p><p></p><p> <strong>Are there critical hits and fumbles? How do they work?</strong></p><p></p><p>A natural 20 always hits. A natural 1 always misses. Other than that, there are no criticals or fumbles.</p><p></p><p><strong>Do I get any benefits for wearing a helmet?</strong></p><p></p><p>There's no rules for helmets either way.</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>If you shoot a fireball into an area where your friends are, sure. If you're just shooting arrows then no.</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 will sometimes need to run or negotiate rather than fighting.</p><p></p><p><strong>Level-draining monsters: yes or no?</strong></p><p></p><p>Yes, but being Raised from the dead recovers drained levels along with the rest of your life force.</p><p></p><p><strong>Are there going to be cases where a failed save results in PC death?</strong></p><p></p><p>Yes, quite often as you go up levels (but then at high levels the cleric can raise you easily and your saves will be good).</p><p></p><p> <strong>How strictly are encumbrance & resources tracked?</strong></p><p></p><p>Mostly handwaved rather than tracked.</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 need a night's rest to go up a level. Level bonuses are gained automatically, with the exception of Weapon Mastery - which must be trained. You must also train/research to learn new spells, although learning new spells is not connected with level gain in any way.</p><p></p><p><strong>What do I get experience for?</strong></p><p></p><p>About 50% for treasure acquired, about 10% for monsters killed, and about 40% for generally achieving goals.</p><p></p><p>All party members get equal XP, I don't do individual awards.</p><p></p><p><strong>How are traps located? Description, dice rolling, or some combination?</strong></p><p></p><p>Combination. If a player does something that would make them notice a specific trap, they notice it with no roll. If a thief (or similar) declares that they are searching the ares, they notice it with a roll.</p><p></p><p><strong>Are retainers encouraged and how does morale work?</strong></p><p></p><p>Retainers are available, but are optional depending on party size. Morale for retainers is mostly roleplayed, but there are rules for morale checks if necessary.</p><p></p><p> <strong>How do I identify magic items?</strong></p><p></p><p>Usually by casing the first level "Analyse" spell. This does require you to "use" the item though, which may result in accidentally activating a cursed item.</p><p></p><p><strong>Can I buy magic items? Oh, come on: how about just potions?</strong></p><p></p><p>Generally, no. Magic items don't have costs. However, there will be opportunities to barter magic items for other magic items.</p><p></p><p>Healing potions can sometimes (not always) be bought from major temples.</p><p></p><p><strong>Can I create magic items? When and how?</strong></p><p></p><p>It's possible, but the rules <em>really</em> discourage it. The chances of success are low and the costs are high. For most items it's easier to barter existing items for them or to go looking for them in dungeons than to make them.</p><p></p><p><strong>What about splitting the party?</strong></p><p></p><p>It's fine if it's temporary ("we'll wait here while you do X") but as a group we're not keen on long-term party splits.</p></blockquote><p></p>
[QUOTE="Blacky the Blackball, post: 5837727, member: 6688526"] All the following is Rules-as-Written for Darker Dungeons, which makes it [i]mostly[/i] Rules-as-Written for BECMI [b]Ability scores generation method?[/b] Standard array, arrange as desired. [b]How are death and dying handled?[/b] Unconscious at 0, save vs Death each round with a cumulative -1 penalty per round until you die or someone heals you. [b]What about raising the dead?[/b] The Raise Dead spell is mostly available for free providing you have a reasonably intact body (but you might have to wait a few days - which may be critical if you've taken a long time to get back to civilisation). If you don't have a reasonably intact body, you'll need a Raise Dead Fully instead for which you'll need a finger or equivalent sized bit of the body. If you were disintegrated or otherwise have no bits of the body, tough. You can't be raised. The Raise Dead spell does not cost money or reduce your level or Con, and there's no limit to how many times it can be cast on you. [b]How are replacement PCs handled?[/b] A new PC is brought in with the same XP total as everyone else. The players co-operate in handwaving a reason why the new person should join the party. [b]Initiative: individual, group, or something else?[/b] Individual for players. Theoretically individual for monsters, but groups of the same monster type might roll as a group. [b]Are there critical hits and fumbles? How do they work?[/b] A natural 20 always hits. A natural 1 always misses. Other than that, there are no criticals or fumbles. [b]Do I get any benefits for wearing a helmet?[/b] There's no rules for helmets either way. [b]Can I hurt my friends if I fire into melee or do something similarly silly?[/b] If you shoot a fireball into an area where your friends are, sure. If you're just shooting arrows then no. [b]Will we need to run from some encounters, or will we be able to kill everything?[/b] You will sometimes need to run or negotiate rather than fighting. [b]Level-draining monsters: yes or no?[/b] Yes, but being Raised from the dead recovers drained levels along with the rest of your life force. [b]Are there going to be cases where a failed save results in PC death?[/b] Yes, quite often as you go up levels (but then at high levels the cleric can raise you easily and your saves will be good). [b]How strictly are encumbrance & resources tracked?[/b] Mostly handwaved rather than tracked. [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 need a night's rest to go up a level. Level bonuses are gained automatically, with the exception of Weapon Mastery - which must be trained. You must also train/research to learn new spells, although learning new spells is not connected with level gain in any way. [b]What do I get experience for?[/b] About 50% for treasure acquired, about 10% for monsters killed, and about 40% for generally achieving goals. All party members get equal XP, I don't do individual awards. [b]How are traps located? Description, dice rolling, or some combination?[/b] Combination. If a player does something that would make them notice a specific trap, they notice it with no roll. If a thief (or similar) declares that they are searching the ares, they notice it with a roll. [b]Are retainers encouraged and how does morale work?[/b] Retainers are available, but are optional depending on party size. Morale for retainers is mostly roleplayed, but there are rules for morale checks if necessary. [b]How do I identify magic items?[/b] Usually by casing the first level "Analyse" spell. This does require you to "use" the item though, which may result in accidentally activating a cursed item. [b]Can I buy magic items? Oh, come on: how about just potions?[/b] Generally, no. Magic items don't have costs. However, there will be opportunities to barter magic items for other magic items. Healing potions can sometimes (not always) be bought from major temples. [b]Can I create magic items? When and how?[/b] It's possible, but the rules [i]really[/i] discourage it. The chances of success are low and the costs are high. For most items it's easier to barter existing items for them or to go looking for them in dungeons than to make them. [b]What about splitting the party?[/b] It's fine if it's temporary ("we'll wait here while you do X") but as a group we're not keen on long-term party splits. [/QUOTE]
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