Saturday, February 25, 2012

THE 20 Questions and the Answers

20 Questions Answered

Brendan of the blog Untimately has really stated something across the web and it dovetails nicely with my D&D Next post of last week, so I'm joining in the fun.

1. Ability scores generation method?

R4d6K3, (4d6 drop the lowest), pick a stat pug in the value and repeat. No rearrangement – no trading points.

2. How are death and dying handled?

Player characters can't have less than 0 hit points.  Each time a player character takes damage that would take them to or below 0 hit points their hit points hold static at 0 and they must roll on the Grievous Injury and Mortal Wounds table modified by the damage taken.


2d6
RESULTS
2 or lower
Instant Death (decapitated or similar death).
3
Fatal Wound (gutted, stabbed through lung, broken back, and the like) die in 1d20 x 10 minutes. A Wish or similar effect would heal wound.
Knocked Out until death unless Save vs Death is made.
4-5
Severed Limb use hit location die, if head rolled and no helmet then as '2', if body rolled and no armor then as '3', otherwise will bleed out and die in 1d6 rounds. Magical healing (magic used for this will not restore lost hp), a tourniquet, or cauterization with fire will allow a Save vs Death with bonus equal to lvl of spell cast, if any. Success means character requires 3d4 weeks of healing.
Knocked Out until death unless Save vs Death is made.
6-7
Broken Bone use hit location die. 3d4 weeks to heal.
Knocked Out 1d20 rounds unless Save vs Death is made.  If head bone was broke and no helmet and failed save then knocked out, "in coma", until healed instead.
8-9
Knocked Out for 1d12 rounds if wearing a helm. If no helmet then as Broken Head Bone.
10-11
Stunned for 1d4 rounds and lose helm if wearing helm. Knocked Out for 1d12 rounds if not wearing helm.
12+
"Now I'm Mad" a surge of adrenaline returns 1d4 hit points per hit die. At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the PC faints for 2d6 rounds. If you roll this more than once in a single combat consider yourself a Bezerker under the effects of a potion of super-heroism.

PS - I cant remember who's table this is but all credit and thanks


3. What about raising the dead?

Yes. Per the Spell. Paying for it is not enough. A PC should be able to demonstrate they are a lay member in good standing of the god. Friends of the PC who are religious can can petition on behalf of a Irreligious PC and this effectively doubles the required tithe. This makes religious observance appropriately "Genre" and removes the "I'll buy that for a dollar".

4. How are replacement PCs handled?

The newly created PC level is determined by the hit Dice of the cannon fodder most of the party would be taking on in any given encounter. Retcons so the new PC happens to be a henchman with the party, a wandering <<class>> the party encounters, a prisoner in a cell etc. 

5. Initiative: individual, group, or something else?

Group d6 initiative


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


Any time a player rolls a natural ‘20’ on a “to hit” roll, it is a critical hit. This results in a Grievous Injury and Mortal Wounds roll on the table.
Likewise, if a player rolls a natural ‘1’ on a “to hit” roll, it is considered a critical failure or fumble. Typically, this means the combatant hurts himself, drops his weapon, breaks his weapon, or just plain falls down – GM's discretion.
7. Do I get any benefits for wearing a helmet?

 Maybe. Helmets are mostly cosmetic in D&D. However in some cases they will be beneficial. If you wear a helmet you can push your Grievous Injury and Mortal Wounds result up a "band"

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

No your a legendary archer/ Wizard/ Knife thrower and have the control required. Unless a Fumble occurs.

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

Sandbox rules ... so some encounters are going to be too hard. A Wizard can use his knowledge and spend a round "espying" a target and get a rough sense of its threat to him. This is partly why scrying wizards are so bad ass.

10. Level-draining monsters: yes or no?


Yes.

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

Yes. Thankfully you can - if you are a worshiper or have some friends - get resurrected. 

12. How strictly are encumbrance & resources tracked?

Resources yes, as it add to the challenge of an adventure torches, rations etc. Therefore encumbrance has to come into the equation.   
Encumbrance as follows - thanks to Dragon warriors: A character can carry ten items equivalent to
"a weapon" in size and approximate weight.
Such items also include the following:
  • a scroll
  • a days rations
  • a bottle
  • a lantern or torch
  • a sack of coins (about 150)
Small items such as rings and amulets are not counted.
Armour is also excluded as you need to be trained in its use and that is a function of class.
Add or subtract your characteristic bonus value from the ten items you can carry.


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 down time?

No training is required  to advance a level and revive the new hit point allotment. If there is a class ability that level *which would seemingly require training* such as spells etc then a teacher must be found. Regardless you have to lose cash each level. Some times this is for teaching other times its celebratory or a combination of the two.      

14. What do I get experience for?

Some treasure, all Monsters - killed, tricked or cleverly avoided/bested and clever roleplaying or table laughs.

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

Roll only however you can redo so if you really think its there and you have all the time in the world. Some traps can not be *disarmed* in any way other then triggering them.

16. Are retainers encouraged and how does morale work?

Yes. retainers and henchmen are encouraged. Morale and relationship mods works on all NPC's and are activated as required.  

17. How do I identify magic items?

Most magic items give themselves away due to the way they look. Anyone can tell. Magic Users may know the story of the item and therefor may know the special uses of the item. All magic items have a hidden special ability even +1 swords etc but you need to know how to activate it.    





18. Can I buy magic items? Oh, come on: how about just potions?

You could buy a magic item. Some common items such as charms, talismans and potions (essentially all the same thing) are relatively easy to come by.

Magical weapons and special items are too precious and are horded by nobility and monsters ...and hum ere Monster nobility.  

19. Can I create magic items? When and how?

Scrolls at 1st level (if you can copy a spell permanently into a spell book you can write a scroll), potions at level 3, minor/one-shot magic at level 6, and powerful/permanent magic items at level 11. Of course doing so requires major investment in time and money, and results may vary.

20. What about splitting the party?

Not a problem, it produces some of the most fun moments of the game.

No comments:

Post a Comment