Shortly after Jeff released the above question set, Brendan of Necropraxis created a similar set for Rules questions that are less diegetic and more fiddly.
My answers to these questions should serve a similar purpose as the previous post: give readers an idea of whether the detailed rules I put forward on this blog are their cup of tea.
1. Ability score generation method?
3d6 to each score in alphabetical order. There are no formulaic bonuses to calculate.
2. How are death and dying handled?
At 0 hp, roll on the d20 Death and Advancement table. A 1 means you die; lower than 10 is generally bad; 11+ gives a permanent bonus like more max hp or an ability score increase. You will still be at 0 hp though, so don't go celebrating just yet...
3. What about raising the dead?
The high priest of a city church may be able to help you. Generally those brought back are given some quest by the god who helped out. Otherwise obscure druids or cults could help for a steep cost or strange compromise…
4. How are replacement PCs handled?
Henchmen are not rolled like player characters, so if the player wants to take over one they will roll a new set of stats, etc for him/her. Otherwise, a new character can join at any outpost.
5. Initiative: individual, group, or something else?
Group initiative. No rolls. There’s a simple flow chart for determining which side goes first: surprise-ers go first, else the side starting in darkness goes first, else the smaller group goes first, else the players go first. This rewards players for tipping the environment in their favor, or else eliminating the monsters' advantages where possible.
6. Are there critical hits and fumbles? How do they work?
Natural 20s on weapon attacks automatically hit and deal max (6) damage instead of rolling. Natural 1s on weapon attacks automatically miss and either hit an ally (if in/firing into melee), else drop the weapon (if not thrown), else fall prone.
7. Do I get any benefits for wearing a helmet?
+1 AC (quite significant when base ascending AC is 4), and improves one of the results on the death and advancement table (see #2).
8. Can I hurt my friends if I fire into melee or do something similarly silly?
See #6, but also on a case by case basis I will describe that possible outcome if a player asks about a particular course of action that risks such consequences. Giving players full information wherever possible is how I like the game to run.
9. Will we need to run from some encounters, or will we be able to kill everything?
You will need to run. Characters don’t “gain levels,” so the threat an encounter poses is not easily determined by simple math. Asking me and/or certain class features will help the players gauge their chances based on size, number, hit dice, armor class, etc.
10. Level-draining monsters: yes or no?
See note on #9, i.e. no character levels. But permanent ability drain is on the table. It’s even a possible roll on the death table.
11. Are there going to be cases where a failed save results in PC death?
See #2 for 0 hp roll case, but otherwise I like the 4th edition approach of progressive save failures leading to death, e.g. the Medusa’s gaze first slows, then immobilizes, then petrifies permanently but there is a save before each step.
12. How strictly are encumbrance and resources tracked?
Inventory slots are a core part of the game, with limits and thresholds set by your ability scores. Other non-item effects may take inventory space too. Each item or effect is either standard (1 slot), bulky (2 slots), encumbering (very big, different rules apply), or compact (no slots, but requires a container that is either standard or bulky to hold). Torches and arrows and rations have circumstances (a la "overloaded" random encounter rolls) that consume them as the party explores, so players should plan accordingly.
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 downtime?
See previous answers re: no levels. But mechanical advancement requires either successful death rolls with subsequent survival or in-game learning/training/equipment/blessing. Often downtime and gold commitment is involved with the latter.
14. What do I get experience for?
Nothing; it doesn’t exist. Advancement comes by surviving near-death experiences, learning things as a player or character, and getting treasure.
15. How are traps located? Description, dice rolling, or some combination?
If the party is taking deliberate action to describe how they look for and avoid traps, they find and avoid them. Otherwise, it costs time. If one or more party members spends a turn (one unit of “crawling” time, i.e. 10 minutes) examining a room, any clues to the presence of traps (which are not triggered) will be discovered. Clues are not the same as full discovery, but close. Again, the more information I can give, the more I will give. Dice are only for saving against sprung traps.
16. Are retainer encouraged, and how does morale work?
Yes, retainers are encouraged if they can be afforded. Each retainer type and monster has a unique (small) morale table with specific events that trigger a role. Examples include: being critically hit, seeing large spiders, losing half their allies, losing one of their allies, being damaged by fire, hearing bees, etc.
17. How do I identify magic items?
Very accomplished merchants in cities (who might lie to buy it off you for a steal), friendly NPC wizards and seers (who will require payment), or the occasional sage who knows the area or history of the item.
18. Can I buy magic items? Oh, come on: how about just potions?
Potions of varying magicality can be had from apothecaries, witches, hedge mages, and also attempted by player characters who found recipes. Otherwise, artificers and enchanters and smiths of renown have long been relegated to myth. Most magic is buried and you need to dig it up. Much of it was buried on purpose, just FYI.
19. Can I create magic items? When and how?
See last answer. Also, everyone knows that in order to enchant a vorpal sword you have to submerge the blade completely in the blood of a freshly slain hydra. But only three people alive know which deity you must beseech while doing so, and only two of them know what words and tone to use. That's kinda how all magic item creation knowledge among the people is these days.
20. What about splitting the party?
Everybody loves rolling new characters.
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