Me too! How is the Legend of the Flame Princess?
I am completely enamored with the game, it's a very sleek, and very very flavourful version of oD&D, one of the nicest encumbrance system I've seen since C&C (I rarely care about encumbrance). It's very much influenced by Lovecraft and co., very much weird fantasy. Also has my favorite fighter intro blurb hobby-wide. I also enjoyed the minimalist skill system (one that is very easy to add to), and the fact that only fighters gain attack bonuses (it sounds weird, I know, but it really does work)
I love how it defines every adventuring class as insane freaks risking their lives for no apparent reasons on a daily basis. You know, instead of just implying it subtly like every other version of the game.
I wholeheartedly recommend it, although this may be a little off-topic
So back to the topic at hand I think it would be a good idea to stick a section in the DMG about rulings and rule advocacy. Instead of placing hard and fast rules on something, give a few examples of situations that may require ruling on the fly and possible solutions.
So instead of chase rules, put an example of ruling going something like this:
The Chase
Bob the Fighter's shiny new shiny object was just stolen by a pickpocket. Bob's player decides to give chase.
Case 1 : The thief is just a thief, the object is unimportant in the grand scheme of things
The GM decides that the chase isn't worth spending much time on, and as such, wants this over quickly. He decides to have Bob's player roll a single related skill check, or ability roll (athletism, streetwise, whatever the player can justify using, really) at a difficulty of 20. If he succeeds, he catches the thief. If he fails, he'll have to find a new and exciting way to find his doodad.
Case 2 : The thief is an agent of the BBEG, the item is an important McGuffin.
The GM decides that this chase is especially important to the story, thus he wants to make it an exciting, detailed and action packed one. He decides that whoever succeeds 5 rolls over the other wins the chase, and secretly chooses a time limit, after which the thief disappears in a crowd, bar, or something. Both participants take turn at doing actions. A clever or cool sounding action gives a +2 to the participant's roll. A roll of 15 is a success, a roll of 20 will cause a penalty to the opponent's next roll, and a natural 20 counts as 2 successes.
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