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<blockquote data-quote="GameDaddy" data-source="post: 5839132" data-attributes="member: 80711"><p>1. Ability scores generation method?</p><p></p><p><span style="color: DeepSkyBlue">3d6, straight down the list, re-roll 1's and 2's one time only</span></p><p></p><p>2. How are death and dying handled?</p><p></p><p><span style="color: deepskyblue">Dying at 0 to -9 HP, Dead at -10 HP. If you are at 0, you automatically lose 1 HP per round until you are either treated or die.</span></p><p><span style="color: deepskyblue"></span></p><p></p><p>3.What about raising the dead?</p><p></p><p><span style="color: deepskyblue">Allowed, very expensive, but difficult to find NPC's with the skills to accomplish this</span></p><p></p><p>4.How are replacement PCs handled?</p><p></p><p><span style="color: deepskyblue">Always introduced during a convenient interlude or down-time.</span></p><p></p><p>5. Initiative: individual, group, or something else?</p><p></p><p><span style="color: deepskyblue">Always individual, countdown from Dex 18 to Dex 1, simultaneous initiatiive allows for both parties to deal damage before damage effects are applied.</span></p><p></p><p>6. Are there critical hits and fumbles? How do they work?</p><p></p><p><span style="color: deepskyblue">Natural 20 is a crit, Natural 1 is a fumble. Mostly play 0D&D, so we keep this quick. Characters above level 8 are very rare</span></p><p><span style="color: deepskyblue"></span></p><p></p><p> 7. Do I get any benefits for wearing a helmet?</p><p></p><p><span style="color: deepskyblue">Reduced chance of crit (Attacker must re-roll and obtain 2nd crit), helmets often restrict player's sight though.</span></p><p></p><p></p><p> 8. Can I hurt my friends if I fire into melee or do something similarly silly?</p><p></p><p><span style="color: deepskyblue">Yes</span></p><p></p><p> 9. Will we need to run from some encounters, or will we be able to kill everything?</p><p></p><p><span style="color: deepskyblue">Yes</span></p><p></p><p>10. Level-draining monsters: yes or no?</p><p></p><p><span style="color: deepskyblue">Yes</span></p><p> </p><p>11. Are there going to be cases where a failed save results in PC death?</p><p></p><p><span style="color: deepskyblue">Yes</span></p><p></p><p>12. How strictly are encumbrance & resources tracked?</p><p></p><p><span style="color: deepskyblue">Always. The player's need to manage their resources carefully to survive</span></p><p></p><p>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?</p><p></p><p><span style="color: deepskyblue">For combat or skills no training required. Every spell is unique. New spells are created by the magic-user. They must describe what the spell does, how long it takes to cast, and the verbal somatic and material component required by the spell. </span></p><p></p><p></p><p> 14. What do I get experience for?</p><p></p><p><span style="color: deepskyblue">Killing monsters, obtaining gold, successfully overcoming challenges and puzzles, creative problem-solving.</span></p><p></p><p> 15. How are traps located? Description, dice rolling, or some combination?</p><p></p><p><span style="color: deepskyblue">Thieves and Rangers primarily roll to detect traps. All characters however, have a base 5% chance of spotting and 5% chance of disarming any trap. Every disarm success increases that by 1% to a maximum of 25% for non-thief/ranger characters.</span></p><p></p><p> 16. Are retainers encouraged and how does morale work?</p><p></p><p><span style="color: deepskyblue">Yes, they must be paid regularly, They must receive at least a share of the loot regularly, and the 2d6 morale system from RC is used with raw recruits having a morale of 7, experienced retainers having morale 8, guardian retainers</span></p><p><span style="color: deepskyblue">having base morale 9, veteran retainers having base morale 10, and elite retainers having base morale of 11. No retainer has a base morale of 12.</span></p><p></p><p>17. How do I identify magic items?</p><p></p><p><span style="color: deepskyblue">Identify spell. Legend Lore and Legend Lore variant spells provide explicit details.</span></p><p></p><p>18. Can I buy magic items? Oh, come on: how about just potions?</p><p></p><p><span style="color: deepskyblue">Yes, no.</span></p><p> </p><p>19. Can I create magic items? When and how?</p><p></p><p><span style="color: deepskyblue">Yes, During down-time. Because each spell is unique and provides unique effects expensive and time-consuming research and trail-by-error experimentation is required.</span></p><p><span style="color: deepskyblue"></span></p><p></p><p>20. What about splitting the party?</p><p></p><p><span style="color: deepskyblue">Whatever the players like. </span></p></blockquote><p></p>
[QUOTE="GameDaddy, post: 5839132, member: 80711"] 1. Ability scores generation method? [COLOR="DeepSkyBlue"]3d6, straight down the list, re-roll 1's and 2's one time only[/COLOR] 2. How are death and dying handled? [COLOR="deepskyblue"]Dying at 0 to -9 HP, Dead at -10 HP. If you are at 0, you automatically lose 1 HP per round until you are either treated or die. [/COLOR] 3.What about raising the dead? [COLOR="deepskyblue"]Allowed, very expensive, but difficult to find NPC's with the skills to accomplish this[/COLOR] 4.How are replacement PCs handled? [COLOR="deepskyblue"]Always introduced during a convenient interlude or down-time.[/COLOR] 5. Initiative: individual, group, or something else? [COLOR="deepskyblue"]Always individual, countdown from Dex 18 to Dex 1, simultaneous initiatiive allows for both parties to deal damage before damage effects are applied.[/COLOR] 6. Are there critical hits and fumbles? How do they work? [COLOR="deepskyblue"]Natural 20 is a crit, Natural 1 is a fumble. Mostly play 0D&D, so we keep this quick. Characters above level 8 are very rare [/COLOR] 7. Do I get any benefits for wearing a helmet? [COLOR="deepskyblue"]Reduced chance of crit (Attacker must re-roll and obtain 2nd crit), helmets often restrict player's sight though.[/COLOR] 8. Can I hurt my friends if I fire into melee or do something similarly silly? [COLOR="deepskyblue"]Yes[/COLOR] 9. Will we need to run from some encounters, or will we be able to kill everything? [COLOR="deepskyblue"]Yes[/COLOR] 10. Level-draining monsters: yes or no? [COLOR="deepskyblue"]Yes[/COLOR] 11. Are there going to be cases where a failed save results in PC death? [COLOR="deepskyblue"]Yes[/COLOR] 12. How strictly are encumbrance & resources tracked? [COLOR="deepskyblue"]Always. The player's need to manage their resources carefully to survive[/COLOR] 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? [COLOR="deepskyblue"]For combat or skills no training required. Every spell is unique. New spells are created by the magic-user. They must describe what the spell does, how long it takes to cast, and the verbal somatic and material component required by the spell. [/COLOR] 14. What do I get experience for? [COLOR="deepskyblue"]Killing monsters, obtaining gold, successfully overcoming challenges and puzzles, creative problem-solving.[/COLOR] 15. How are traps located? Description, dice rolling, or some combination? [COLOR="deepskyblue"]Thieves and Rangers primarily roll to detect traps. All characters however, have a base 5% chance of spotting and 5% chance of disarming any trap. Every disarm success increases that by 1% to a maximum of 25% for non-thief/ranger characters.[/COLOR] 16. Are retainers encouraged and how does morale work? [COLOR="deepskyblue"]Yes, they must be paid regularly, They must receive at least a share of the loot regularly, and the 2d6 morale system from RC is used with raw recruits having a morale of 7, experienced retainers having morale 8, guardian retainers having base morale 9, veteran retainers having base morale 10, and elite retainers having base morale of 11. No retainer has a base morale of 12.[/COLOR] 17. How do I identify magic items? [COLOR="deepskyblue"]Identify spell. Legend Lore and Legend Lore variant spells provide explicit details.[/COLOR] 18. Can I buy magic items? Oh, come on: how about just potions? [COLOR="deepskyblue"]Yes, no.[/COLOR] 19. Can I create magic items? When and how? [COLOR="deepskyblue"]Yes, During down-time. Because each spell is unique and provides unique effects expensive and time-consuming research and trail-by-error experimentation is required. [/COLOR] 20. What about splitting the party? [COLOR="deepskyblue"]Whatever the players like. [/COLOR] [/QUOTE]
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