It’s been a long time and a recent podcast episode of Daydreaming about Dragons reminded me of Necropraxis’ twenty questions about rules.
=> podcast episode | twenty questions about rules
Some of my answers have changed! Previously in 2012 and in 2014.
3d6 in order.
When you reach 0hp and every time you are hit thereafter you roll on the Death and Dismemberment table; this rule also applies to retainers, if players ask for it.
High-level clerics are very hard to find and require days of travel. If you find them, they will cast the spell in exchange for suitable favors. Essentially I will exploit the situation for plot hooks.
Start with 0 XP at level 1, or one of your retainers.
Group.
On a natural 20, you do max damage.
Yes; some entries on the Death & Dismemberment table have less severe results for helmet wearing victims.
No.
You will need to run.
Yes.
Yes.
Not. I use the “rule of cool.” Just don’t be ridiculous.
It can happen at the end of a session which is when I hand out XP for monsters defeated or during the game when a character wastes an appropriate amount of gold.
About 90% is for treasure spent: Building houses, erecting statues, sponsoring parties, donations, salaries paid to employees. The remaining 10% is XP for monsters defeated.
There are very few traps. I try to make them “in your face” obvious. They are triggered by rushing through and committing other foolish mistakes.
Yes. They roll morale when asked to do things they consider to be too dangerous. If you play this right, they never roll. Enemies roll morale when the first enemy drops and when half the enemies are down; two checks at most.
I will allude to their properties as soon as you examine them. It will be obvious from the description.
No buying of magic items. Occasionally a village will have an alchemist with a fixed set of potion recipes. These cost 300-500gp each. Other magic items require barter or quests.
No.
Sure.
#RPG #Old School
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