Saturday, February 25, 2012

Brendan's 20 Rules Questions

See: Here

His questions and my answers for the Tuesday 2nd edition AD&D game!

  1. Ability scores generation method? - Choose from one of six pre-generated arrays.
  2. How are death and dying handled? - Dying at 0, Dead at -10.
  3. What about raising the dead? - Since only Clerics of certain Birds of Heaven sects can, it's incredibly difficult outside of Cygnus.
  4. How are replacement PCs handled? - Create a new character and you'll be worked in as soon as possible.
  5. Initiative: individual, group, or something else? Group d10, lowest wins, ties go to the PCs
  6. Are there critical hits and fumbles? How do they work? No fumbles, natural 20s are critical hits and do maximum damage.
  7. Do I get any benefits for wearing a helmet? No, but now that I've been asked this question, I'll think about it, haha!
  8. Can I hurt my friends if I fire into melee or do something similarly silly? Yes, roll a dice representing everyone in the melee to determine who your target is.
  9. Will we need to run from some encounters, or will we be able to kill everything? Running is important from some, but so far the party's been cautious and avoided anything that sounded like it could kill them.
  10. Level-draining monsters: yes or no? Yes, but so far the party's been really really lucky.
  11. Are there going to be cases where a failed save results in PC death? Absolutely, but not as frequently as in the Pathfinder game
  12. How strictly are encumbrance & resources tracked? Depends on the situation, but usually no. The party has the resources to account for their stuff and money to pay for numerous hirelings and the supplies to feed everyone. So far, the sailors have had no reason to mutiny due to careful hireling management by specific members of the party!
  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? No training required to level up. Wizards get one new spell every level up to represent "studying on the side." A full night's sleep at a restful location(Inn/House/Ship) is required to level up, so it can happen in the middle of an adventure, as long as the party takes a break to unwind and think on their experiences.
  14. What do I get experience for? Experience is vaguely kept track of and is based on objective accomplishment, slaying dangerous monsters and acquiring valuable treasures. The whole party gets experience at the same rate.
  15. How are traps located? Description, dice rolling, or some combination? Description, mostly, though thieves can override that a little with their skills. And of course, some have dice rolls to avoid their effects if you trigger them.
  16. Are retainers encouraged and how does morale work? Retainers are encouraged and the party has quite a few. For the retainers, morale is handled through roleplay. NPCs and Monsters that the players fight dice for morale as the battle proceeds. Retainers would also dice for morale in battle, but so far no one has any fighting retainers.
  17. How do I identify magic items? Level 1 Wizard Spell: Identify, but NPC wizards will also do it for a thousand gold pieces.
  18. Can I buy magic items? Oh, come on: how about just potions? Sometimes, but NPCs looking to sell magic items are usually untrustworthy. Be prepared to encounter cursed items advertised as real and stolen magic items whose owners want them back later. The risks can sometimes be worth the rewards, though!
  19. Can I create magic items? When and how? Wizards can once they're high enough level for the Enchant an Item spell. Clerics at the same level can, but it's rarer and only certain gods allow it.
  20. What about splitting the party? Totally allowed!