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Twenty Quick Questions: Rules

Ability scores generation method?

Either 3d6 and arrange freely, or roll 3d6 in order, but for one ability score you may roll 5d6h3.

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. TODO

After combat, characters can have wounds treated to restore 1d4-1 hit points and stabilize the character from most sources of continuing damage (e.g., bleeding), but not above the HP the character had before the combat began. If the character is still below zero, they must still save versus death daily until they return to consciousness or die. TODO

Drinking strong drink can give a character a form of “Dutch courage” and restore 1-5 HP. Roll on a d6, and restore that many hit points except on a roll of 6; in that case, the character takes a point of damage. TODO

What about raising the dead?

Power to perform miracles such as Raise Dead is legendary and practically unheard of in these times. That does not mean that it is impossible, of course, but… you have to seek it out if it even exists.

It is often whispered in tales that there are locations, devices, and strange groups or entities that can offer restoration to life (or something similar), often at a cost.

How are replacement PCs handled?

In B/X it's really, really fast to roll up new first level characters, y'know?

Players are encouraged to keep a stable of characters and play often so that they aren't dropped all the way back on a character death, but you still can't play more than one character at a time. It's also possible you could take over one of your retainers on a successful post-death morale check. TODO

Initiative: individual, group, or something else?

Initiative (and surprise), determined by the stats of the expedition leader / caller. Typically, the expedition leader is whoever organized the game session, which may or may not be the one with the best chances for / against initiative and surprise.

Are there critical hits and fumbles? How do they work?

No. Combat is already abstract and players get butthurt when monsters get criticals against them.

There are times where you may end up with special wounds or even maiming based on an attack, or perhaps could even do the same. I guess that could be considered a type of critical hit. TODO

Do I get any benefits for wearing a helmet?

If you're armored and you don't wear the helm or cap that came with your armor (or a suitable replacement) you receive a penalty of -1 to AC; of course, wearing a helmet makes it harder to hear… it's a trade-off, like everything else.

Can I hurt my friends if I fire into melee or do something similarly silly?

Of course! Don't you ever hear about the collateral damage from drive-by shootings?

Will we need to run from some encounters, or will we be able to kill everything?

Players have no plot immunity, players can go anywhere, and even in places perceived as able to be handled by your level of characters there will be things you can't handle. Players need to decide what they can handle, and can get in over their heads, certainly. That's part of playing in a sandbox.

Level-draining monsters: yes or no?

//“Old school players are only scared of two things://

  1. Stuff that turns your ass to stone
  2. Energy Drain”

– Clip from Dragonsfoot

Yes! But, maybe not just monsters…

Are there going to be cases where a failed save results in PC death?

Absolutely. Wear your big girl pantaloons under your armor.

How strictly are encumbrance & resources tracked?

Encumbrance is tracked using a system adapted from Lamentations of the Flame Princess. TODO

Common ammunition is abstracted to save the whole counting it during fights and spare us all the “can I recover some ammunition?” questions. Each quiver / bundle / pack is represented by a particular die. Each time a combat ends or you roll maximum damage for the ammunition in combat, you roll that die to check your ammo supply. On a roll of one, that ammo is exhausted. TODO

Food, torches, oil, etc., are all strictly tracked. It's important to the exploration part of the game.

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?

While training is not required, downtime is. You must take at least one week per three levels (rounded up) of downtime. Look at it as an opportunity to play a secondary character for a while.

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. Spells are either found through play, bought or gifted from NPCs or researched.

What do I get experience for?

Killing monsters and taking their stuff.

Well, okay… you get 100 XP per HD for killing monsters, plus an extra HD for special abilities. It's a lot at first, but not a whole lot once you pass third or fourth level. TODO

You get 1 XP per 1 GP that you spend that was earned by adventuring. If you get a bunch of gold and hoard it, you don't get any experience for it until it's spent. If you decide to shuffle cargo between towns for money, you don't get XP for it. TODO

Also, you get XP for exploration. Being the first one to find a legendary place or thing can confer experience, and some things are so awesome and inspiring that everyone who sees them will get some XP to reflect how it shapes their view of the world. TODO

Also, you get XP for carousing. At times you can also get consequences for carousing! TODO

How are traps located? Description, dice rolling, or some combination?

You describe what you are doing and looking for and I describe what you find. There's no sort of perception rolls, and the thief skill is for removing traps, not finding them.

Are retainers encouraged and how does morale work?

Retainers are definitely encouraged! More meat to absorb the damage, right?

Morale works, basically, like it does in B/X, more or less. Retainers will also do checks between adventures to see if they stay in your employ, so treat them well!

How do I identify magic items?

Experimentation is the tried-and-true method. Knowledge of arcane lore helps, or sages and historians can figure it out. Speaking of arcane lore, it is often said that certain supernatural and underworld creatures may be able to identify magical items. There may also be spells or rituals that reveal such things…

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.

Can I create magic items? When and how?

Yes, but it requires a lot of knowledge, time and power that could often be better spent adventuring.

However, magic users and clerics can do the whole Holmesian scroll scribing thing: 100 GP and one week per level of spell. TODO

What about splitting the party?

Go ahead. As I said before, in B/X it's really, really fast to roll up new first level characters.


Blood and souls for my Lord… er… what was his name again?