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gameinfo:twenty_questions_rules [2019/07/06 01:57] – [What about splitting the party?] restless | gameinfo:twenty_questions_rules [2019/10/11 01:04] (current) – [Can I buy magic items? Oh, come on: how about just potions?] restless | ||
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Either: | Either: | ||
- | * 3d6 and arrange freely, | + | * 3d6 and arrange freely, |
- | * roll 3d6 in order, but for //one// ability score you may roll 5d6h3. | + | * roll 3d6 in order, but for __//one//__ ability score you may roll 5d6h3. |
==== How are death and dying handled? ==== | ==== How are death and dying handled? ==== | ||
- | Characters are unconscious at 0 HP, and every round they are at 0 HP or lower they must save versus death at -1 for every point they are below 0 HP or die. | + | Characters are unconscious at 0 HP, and every turn they are at 0 HP or lower they must save versus death at -1 for every point they are below 0 HP or die. |
- | + | If a character | |
- | == Stabilization == | + | |
- | + | ||
- | If another | + | |
- | + | ||
- | If a stabilized | + | |
- | + | ||
- | While a character is stabilized, they must still roll a daily save versus death as above. | + | |
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Players are encouraged to keep a stable of characters and play often so that they aren't dropped all the way back to the beginning on a character' | Players are encouraged to keep a stable of characters and play often so that they aren't dropped all the way back to the beginning on a character' | ||
+ | |||
+ | One advantage to playing a stable of characters is that you can will your belongings to another one of your characters. | ||
</ | </ | ||
==== Initiative: individual, group, or something else? ==== | ==== Initiative: individual, group, or something else? ==== | ||
- | Initiative (and surprise), determined by the stats of the expedition leader / caller. | + | Initiative (and surprise), determined by the stats of the expedition leader/ |
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==== Do I get any benefits for wearing a helmet? ==== | ==== Do I get any benefits for wearing a helmet? ==== | ||
- | Yes and no; you don't get an armor class benefit, but anything that would be directed at the head (like, say, a creature crawling in your ear, acid falling on your head, the government listening to your head with radio waves, etc.) would definitely benefit from a helmet. | + | Yes and no; you don't get an armor class benefit, but anything that would be directed at the head (like, say, a creature crawling in your ear, acid falling on your head, the government listening to your mind with radio waves, etc.) would definitely benefit from a helmet. |
==== Can I hurt my friends if I fire into melee or do something similarly silly? ==== | ==== Can I hurt my friends if I fire into melee or do something similarly silly? ==== | ||
Of course! | Of course! | ||
- | TODO | + | Aiming into melee and firing is perilous; not only is it -2 to -4 to hit, if you miss your target and the target is engaged with another party in combat you must also roll an attack against that party because of them providing partial cover to your intended target. |
==== Will we need to run from some encounters, or will we be able to kill everything? ==== | ==== Will we need to run from some encounters, or will we be able to kill everything? ==== | ||
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==== What’s required when my PC gains a level? Training? Do I get new spells automatically? | ==== What’s required when my PC gains a level? Training? Do I get new spells automatically? | ||
- | While training is not required, downtime is. You must take at least one week per three levels (rounded up) of downtime. | + | While training is not required, downtime is. You must take at least one week per three levels (rounded up) of downtime. |
Also, while training is not required you can do some training to spend some of that hard-earned gold to convert it to XP to reach a new level. | Also, while training is not required you can do some training to spend some of that hard-earned gold to convert it to XP to reach a new level. | ||
- | Typically, no, you do not get spells automatically. | + | No, you do not get spells automatically. |
==== What do I get experience for? ==== | ==== What do I get experience for? ==== | ||
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Killing monsters and taking their stuff. | Killing monsters and taking their stuff. | ||
- | Well, okay... you get 100 XP per HD for killing monsters, plus an extra HD for special abilities. | + | Well, okay... you get 50 XP per HD for killing monsters, plus an extra HD for special abilities. |
- | You get 1 XP per 1 GP that you //spend// that was //earned by adventuring// | + | You get 1 XP per 1 GP that you //spend// that was //earned by adventuring// |
- | Also, you get XP for exploration. | + | Also, you get XP for exploration. |
- | Also, you get XP for carousing. | + | Finally, you get XP for carousing. |
==== How are traps located? Description, | ==== How are traps located? Description, | ||
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==== How do I identify magic items? ==== | ==== How do I identify magic items? ==== | ||
- | Experimentation is the tried-and-true method. | + | Experimentation is the tried-and-true method. |
==== Can I buy magic items? Oh, come on: how about just potions? ==== | ==== Can I buy magic items? Oh, come on: how about just potions? ==== | ||
- | There aren't MagicMart™ stores, if that's what you're asking, but there may be places where one can pick up enchanted gear, auction houses selling items of antiquity that may have certain dwoemers, etc. | + | There aren't MagicMart™ stores, if that's what you're asking, but there may be places where one can pick up enchanted gear, auction houses selling items of antiquity that may have certain dwoemers, witches or hedge mages hawking charms and disgusting-looking brews at the bazaar, etc. |
==== Can I create magic items? When and how? ==== | ==== Can I create magic items? When and how? ==== | ||
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==== What about splitting the party? ==== | ==== What about splitting the party? ==== | ||
- | Go ahead. | + | Go ahead. |
- | {{tag> | + | {{tag>gameinfo |