Jeff Rients has a great list
of 20 quick questions to add detail to your campaign setting in ways that
are likely to affect actual play. I was thinking, based on this other post by Jeff
about treating all editions of D&D as a toolbox and this post
by JB over at B/X Blackrazor about creating his own version of D&D, that it
would be useful to have a list rules that often change from campaign to
campaign.
Here are 20 rules clarifications that are likely to be needed anyways at some point.
- Ability scores generation method?
Pathfinder,
D&D and others like it- Roll 4d6, remove the lowest, and arrange as you
like. Anima- roll 2d10, keep the highest, arrange as desired. I do not allow
rerolls.
- How are death and dying handled?
Depends
on the game, but in general there are negative hit points that tick away at a
rate of one per round until you die. Successful first aid can stabilize you.
- What about raising the dead?
Generally,
not a thing in any game I run, though I can run a quest type adventure to find
a means of doing so. Otherwise, tough shit for the dead.
- How are replacement PCs handled?
If
at all possible I will try to find context for introduction and work with the
player in question. Otherwise it is usually via in game circumstances. Beware
of my deals, though…
- Initiative: individual, group, or something else?
Group
if at all possible. In most games it will be via a d6. In games like Anima that
use weapons speeds and similar shit, one player rolls and the others add their
modifiers to that one roll.
- Are there critical hits and fumbles? How do they work?
Yes.
Unless the game system has something better built in, a critical is usually
double damage OR damage plus a disadvantage, chosen by the attacker. Fumbles
are usually a penalty of some sort, often slipping, dropping a weapon, or open
to a counter attack.
- Do I get any benefits for wearing a helmet?
Unless
the game has something better, a helmet lets you keep your armor bonus if you
peek around something and are subjected to an attack.
- Can I hurt my friends if I fire into melee or do something similarly silly?
Yup.
Anything that provides cover will, an if the dice say the cover is the only
thing that stopped the attack, the cover is hit. Even allies.
- Will we need to run from some encounters, or will we be able to kill everything?
In
many cases, run if you can. I let the dice fall where they may, even if they
say an adult dragon spotted your first level party and is hungry. If you plan
like a fucking boss, you might just be able to kill almost everything, but I
can safely say that in my games charging into battle is not recommended.
- Level-draining monsters: yes or no?
If
they are there, they are there.
- Are there going to be cases where a failed save results in PC death?
Yup.
The dice shall fall where they may.
- How strictly are encumbrance & resources tracked?
In
as much detail as possible, I ask that players record what they have and where.
As far as encumbrance goes I tend to eyeball it, but it is a factor. Just
expect me to declare bullshit if you say that you are somehow lugging around
thousands of gold coins and have only a backpack and ordinary strength.
- 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?
As
a rule, it happens at the end of an adventure or session, whichever comes
first, as leveling to me is an epiphany moment when activities and training
done during down time suddenly pays off and makes sense. Only note that games
with built-in training systems do overrule this judgement.
- What do I get experience for?
Impressing
the hell out of me. I am impressed by surviving combat, stealing legendary
treasures, outwitting your enemies, clever plans, and bold insights into the
nature of the game world and your character’s place within it.
- How are traps located? Description, dice rolling, or some combination?
Description
followed by dice roll. As evidenced in my own house, sometimes the most
thorough grid search of a room cannot turn up successful if the one searching
is imperceptive, while sometimes all a perceptive person needs is a glance.
However, if you give more than “I search for traps” I will be more inclined to
lower the difficulty depending on what you give me.
- Are retainers encouraged and how does morale work?
I
encourage them. Basically they are NPCs that I run like living beings with
needs, wants and fears. If your torch bearer is a ten-year-old boy, he will
probably run and hide if something dangerous shows up.
- How do I identify magic items?
If
you have a way to see magic, by studying the auras of the thing. If not, hardy
experimentation with a dose of trial and error.
- Can I buy magic items? Oh, come on: how about just potions?
As
a rule, no. Some potions and scrolls might be available for sale in limited
supply. Otherwise, I will run it like trying to commission a one-of-a-kind item only one artisan can produce that may turn into an adventure in and of itself.
- Can I create magic items? When and how?
If
you have the skill, probably. You cannot just slam gold down and expect to have
everything you need, though. You will require materials, those material will be
rare and difficult to get, and will cost gold and/or time to acquire.
- What about splitting the party?
All
the fucking time. I will run a session with each group in the split as I gauge
interest. If you went off alone to shop, expect little to no screen time if the
other guys are busy burning down an inn or sack tapping goblins or trying to
escape from a dungeon or some shit.
All in all, I'm glad my style of running the game looks like this.
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