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<blockquote data-quote="Lord Mhoram" data-source="post: 5839236" data-attributes="member: 4789"><p>Sure - I'll join in. Although my answers are going to be a little strange because of the situation we play in - the wife and I tend to run solo games for each other, but we like to use purchased adventures. So running one (maybe 2) characters through a module need more powerful than normal characters - and we don't often have extra npcs for the combat. In a full group setting, I would not be doing anywhere near the same kind of over the top stuff.</p><p></p><p></p><p><strong>1. Ability scores generation method?</strong></p><p> Yahtzee method. Roll 5 dice keep as many as you want. Roll the rest again. Repeat 1 more time. Take highest three.</p><p><strong> 2. How are death and dying handled?</strong></p><p>Scene cut, and an explanation of how you really didn't die (like the cliffhanger and next episode on a classic film serial)</p><p> </p><p><strong>3. What about raising the dead?</strong></p><p>Often - if needed.</p><p><strong>4. How are replacement PCs handled?</strong></p><p>Games are designed for a solo PC, so ways are found to not let character die.</p><p> </p><p><strong>5. Initiative: individual, group, or something else?</strong></p><p>Individual - when in group 1 d20 is rolled and everyone just adds theirinitiative bonus to that one roll</p><p> </p><p><strong>6. Are there critical hits and fumbles? How do they work?</strong></p><p>Standard 3.5</p><p> </p><p><strong>7. Do I get any benefits for wearing a helmet?</strong></p><p>Specifically no - but magic ones are fun.</p><p> </p><p><strong>8. Can I hurt my friends if I fire into melee or do something similarly silly?</strong></p><p>No</p><p> </p><p><strong>9. Will we need to run from some encounters, or will we be able to kill e</strong></p><p><strong>verything?</strong></p><p>Some running required.</p><p></p><p><strong> 10. Level-draining monsters: yes or no?</strong></p><p>Very limited</p><p> </p><p><strong>11. Are there going to be cases where a failed save results in PC death?</strong></p><p>Yes - but see above.</p><p></p><p></p><p><strong>12. How strictly are encumbrance & resources tracked?</strong></p><p>Fairly - mostly in weapons and armor. Bags of holding become fairly common early in game.</p><p> </p><p><strong>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?</strong></p><p> Training and money. 1st edition approach - no matter how much XP you earn in adventure, you don't raise a level until you train. Your XP stops at 1 pt before the level beyond which you train for.</p><p><strong>14. What do I get experience for?</strong></p><p> Killing things, avoiding things, quests.</p><p><strong>15. How are traps located? Description, dice rolling, or some combination?</strong></p><p>combination</p><p> </p><p><strong>16. Are retainers encouraged and how does morale work?</strong></p><p>Not encourages. Work mostly thorugh RP.</p><p> </p><p><strong>17. How do I identify magic items?</strong></p><p>Spellcraft Check to get basics, spells back in town.</p><p> </p><p><strong>18. Can I buy magic items? Oh, come on: how about just potions?</strong></p><p>Yes - although the less common the item, the less likely it will be. a +1 sword will be in most every magic shop. Ioun stones are much harder to find. Think of it likes books at a thrift shop - you will always find Stephen King, John Grisham and some Romance novels. Tolkien is less common but there. Finding E E Doc Smith is rare.</p><p> </p><p><strong>19. Can I create magic items? When and how?</strong></p><p>Yes. Standard 3.5 rules.</p><p> </p><p><strong>20. What about splitting the party?</strong></p><p>Solo play - but when it happens - I just go around the table like normal, intermixes each groups actions.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 5839236, member: 4789"] Sure - I'll join in. Although my answers are going to be a little strange because of the situation we play in - the wife and I tend to run solo games for each other, but we like to use purchased adventures. So running one (maybe 2) characters through a module need more powerful than normal characters - and we don't often have extra npcs for the combat. In a full group setting, I would not be doing anywhere near the same kind of over the top stuff. [b]1. Ability scores generation method?[/B] Yahtzee method. Roll 5 dice keep as many as you want. Roll the rest again. Repeat 1 more time. Take highest three. [b] 2. How are death and dying handled?[/B] Scene cut, and an explanation of how you really didn't die (like the cliffhanger and next episode on a classic film serial) [b]3. What about raising the dead?[/B] Often - if needed. [b]4. How are replacement PCs handled?[/B] Games are designed for a solo PC, so ways are found to not let character die. [b]5. Initiative: individual, group, or something else?[/B] Individual - when in group 1 d20 is rolled and everyone just adds theirinitiative bonus to that one roll [b]6. Are there critical hits and fumbles? How do they work?[/B] Standard 3.5 [b]7. Do I get any benefits for wearing a helmet?[/B] Specifically no - but magic ones are fun. [b]8. Can I hurt my friends if I fire into melee or do something similarly silly?[/B] No [b]9. Will we need to run from some encounters, or will we be able to kill e verything?[/B] Some running required. [b] 10. Level-draining monsters: yes or no?[/B] Very limited [b]11. Are there going to be cases where a failed save results in PC death?[/B] Yes - but see above. [b]12. How strictly are encumbrance & resources tracked?[/B] Fairly - mostly in weapons and armor. Bags of holding become fairly common early in game. [b]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?[/B] Training and money. 1st edition approach - no matter how much XP you earn in adventure, you don't raise a level until you train. Your XP stops at 1 pt before the level beyond which you train for. [b]14. What do I get experience for?[/B] Killing things, avoiding things, quests. [b]15. How are traps located? Description, dice rolling, or some combination?[/B] combination [b]16. Are retainers encouraged and how does morale work?[/B] Not encourages. Work mostly thorugh RP. [b]17. How do I identify magic items?[/B] Spellcraft Check to get basics, spells back in town. [b]18. Can I buy magic items? Oh, come on: how about just potions?[/B] Yes - although the less common the item, the less likely it will be. a +1 sword will be in most every magic shop. Ioun stones are much harder to find. Think of it likes books at a thrift shop - you will always find Stephen King, John Grisham and some Romance novels. Tolkien is less common but there. Finding E E Doc Smith is rare. [b]19. Can I create magic items? When and how?[/B] Yes. Standard 3.5 rules. [b]20. What about splitting the party?[/B] Solo play - but when it happens - I just go around the table like normal, intermixes each groups actions. [/QUOTE]
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