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Petty Rulings

Tuesday May 04, 2004

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Petty Rulings

 

Some Truly Picky Particulars...

Armor & Shield Damage

Some attempt has been made to recognize the very realistic concept of the PC’s armor getting banged up during the course of a few conflicts.  How to do this with game mechanics without bogging things down in a swamp of charts and calculations is beyond me at this point.  I’d like to just simply announce that someone’s armor has taken enough of a beating to warrant replacement, but it would sound arbitrary and I’d be accused of picking on that person (especially if they couldn’t afford new armor).  If anyone has any ideas on how to make this work, effectively but simply, I’d like to see their system.

 

Calendar of Events

The DM keeps a meticulous calendar of events, tracking the progress of the PCs.  Not only is this good for memory’s sake, but it also helps greatly to reflect upon old promises made, keeps up with names of NPCs, and tracks birthdays, anniversaries, holidays and other special days.

 

Daily Living Expenses

Monthly “upkeep” expenses are assumed to be 50 gp per PC, as described in that little section of the DMG, and are adjusted for lifestyle and specific expenses, like owning a house full of servants.  Meager living might induce the DM to charge less; extravagant living will certainly cost more.

 

Defensive Bonus

To help (partially) with the insane attack bonuses some classes have at higher levels when compared to the relatively static Armor Classes employed at those same levels, each class will add a bonus to their AC according to their current level.  These bonuses differ for the classes, with higher bonuses granted to those who rely heavily on skill to avoid blows rather than relying on armor or magic to provide protection.  This alleviates only somewhat the sense that a fighter’s first attack is an automatic hit.  The only classes that do NOT receive this bonus are those that have a built-in defensive bonus as part of the class itself (e.g. monk, darknight, brawler, etc.)

 

Diaries

It is encouraged, but not required, that each player keep a diary of events from the PC’s point of view.  These should be written as if the PC were keeping a personal journal.  Not only are they great fun, but a PC diary can be the player’s own method of keeping up with and remembering important facts, and might even catch the DM is some kind of logical loop.  They might even earn a few extra XP…

 

Dice Rolling

When rolling any dice for any roll during the game, only the dice that come to rest upon the player's character sheet will be counted, unless some other area is agreed upon beforehand.  When rolling multiple dice, ALL dice must come to rest on the sheet; any that roll off are re-rolled, but the entire set is not rolled anew.  These re-rolled dice might strike those dice already at rest, changing the original result.  Should this happen, the original result is maintained.  Obstacles that reside on the character sheet (such as a pencil, coffee cup, Coke can, etc.) are fully considered when the dice are rolled; no re-rolls for dice encountering such obstacles unless the dice come to rest off the sheet.  Dice that rest upon the edge of the sheet are counted as on the sheet if the dice are touching the sheet by even the slimmest of edges. 

 

Equipment

An assumption concerning equipment is that it all comes off when the PC lays down for the night, whether in an inn or outside.  Random encounters while the PCs sleep catch the sleepers without armor, unless they specifically state that they will leave it on…and suffer the penalties for sleeping in armor (or other equipment).  This assumption is also made when the PC is wandering about town, such as visiting the library, attending temple services, shopping, going to social events, etc.  No one, including adventurers, casually trips about town in full gear.  If weapons are desired, one (or a matched pair, etc) may be worn, and a few smaller items might be on their person, but certainly not the entire character sheet’s worth of stuff is toted about town all the time.  Pah-leese!

 

Experience Points

Experience points are doled out largely as the DM sees fit, according to how fast he wants to pace everyone’s level gains.  Some attempt is made to follow the core rules charts for this, but only as a guide.  Experience points are also doled out for the player showing a vested interest in his character.  This includes but is certainly not limited to: drawing a picture of the PC, his equipment, clothing, etc.; writing out the PC’s life history; painting a figurine of the PC; keeping a diary of the PC’s exploits.  This type of contribution is usually worth about 50-1000 XP, depending on the PC’s current level and the player’s actual contribution.  Experience points are also doled out for extraordinarily good role-playing.  There is nothing sweeter than a player who looks and acts as happy, sad, enraged, drunk, etc. as the character he’s playing.  Certainly, this can be taken too far, but when it’s obvious the player is really “getting into” his PC, it’s worth rewarding him for his good acting efforts.

 

First Impression

The First Impression skill defines a character’s ability to impress a stranger at the very first encounter, usually with his opening statement, his dress or manners, his gestures or body language, and his attitude or mood.  These factors (and many others) influence an NPC’s initial reaction and fix his first impression of the PC.  Ranks in this skill represent the ability to say the right thing at the right time, to always wear the appropriate attire, to use the proper expressions or phrases of politeness.  Doing so wins the respect of the NPC, and makes future contact much more pleasant.  The DC for a First Impression check is 10 + ˝ the NPC’s level + his Wisdom modifier (he might know you’re just trying to flatter him).  A successful First Impression check yields a +2 bonus to Diplomacy checks for the duration of that encounter, as well as a +2 bonus to influence the NPC’s attitude toward helpful.  If the check fails, there is no penalty, but a First Impression check that fails by 5 or more generally yields a -2 penalty to Diplomacy checks and attempts to influence his attitude.

 

Initiative

Initiative is rolled anew every round.  More dice rolling, yes; but also a beloved system that adds the edge of uncertainty to a battle.  Contrary to B-grade martial arts films, our enemies do NOT dance threateningly around us, waiting their “turn” to strike.  Some of them get the jump.

 

Intelligence Changes

Increases and decreases in Intelligence are retroactive, just as changes in Constitution are retroactive.  The core rules do not allow for this, but I see no reason for the distinction.  The immediate result of this is to adjust the total of skill points (and bonus spells/maximum spell level for several spellcaster classes).  To handle the skill points, if the INT score is raised—providing more points—these may be spent immediately, but only on “untrained” skills.  This represents the PCs better mind for things rather than additional training.  If the INT score drops, he does not lose the ability to perform skills, but goes “in the hole” on total skill points, and any future SP gains from level advances will first go toward getting him “out of the hole.”  For the spellcaster, any bonus spells lost from an INT loss will occur immediately, any gains must wait until after he has had at least eight hours uninterrupted sleep.

 

Material Spell Components

Material spell components are handled mostly “by the book.”  That is, the spellcaster is assumed to have sufficient quantity of material components for his daily assortment of spells IF the component is NOT listed with a price.  Any spell component that has a given value (like the 100-gp pearl for identify) MUST be shown separately in the equipment section, and ticked off when used.  Per DM adjudication, certain other material components that represent inherent rarity and/or specificity (like the eyelash of a basilisk) may be required to be listed separately.  And…if it ain’t on your sheet, you ain’t got it.  One caveat:  should the spellcaster’s component pouch be lost or destroyed, then he is without the necessary materials, and will have to improvise until he can spend a few silver to replenish.

 

Percentile Rolls

The percentile roll for things like miss chance is counted from the “01.”  A roll higher than the given percentage indicates success.  This is just a general rule of thumb, and is not set in stone.

 

The Ranger Class

The Ranger class as given in the PH is replaced by the Mercenary Ranger class as given in the Mercenaries sourcebook by AEG.  The options are a bit more interesting in this version, and makes the ranger class a wee bit more powerful than the core rules provide, but not too powerful.  There are not two types of rangers, however.  The Mercenary Ranger (still called “ranger”) overrides the original version in the PH.

 

Reputation

Each class is assigned a Reputation score (based loosely on the scoring system designed in the Wheel of Time RPG).  For every four points of reputation, a +1 bonus is added to these skill checks:  Bluff, Diplomacy, Gather Information, Intimidate, Perform, and First Impression.  As the PCs complete quests, they should be awarded reputation points for outstanding, selfless, or particularly spectacular achievements.  The DM should bear in mind that the PCs’ acts should be witnessed or proven before their reputation can benefit.  Likewise, evil, cruel or otherwise treacherous acts will result in a loss of reputation points, and a negative Reputation score creates penalties to the aforementioned skills.  The DM is free to be as creative as desired to affect the PCs’ reputation, or to modify it as he sees necessary.

 

Saving Throw DCs

The DC to save versus a spell is a variant of a variant:  d20 + the spell’s level + the caster’s prime ability modifier +1 per 4 levels.  There is inherent randomness in this system, but also an assurance that as the caster grows in strength, so do his spells.  The argument is that a spellcaster can cast superior and inferior spells just as a warrior can make superior and inferior attacks.

 

The Specialist Wizard Class

This class, as shown in the PH, is replaced by several classes as given in the Magic sourcebook by AEG.  (These guys are great!)  The Lorenvale campaign does not recognize the generic “specialist” wizard, which merely emphasizes a particular school of magic to the exclusion of a couple others.  We think this kind of specialization is not very interesting or particularly advantageous or desirable.  Instead, the aforementioned book offers these very interesting classes, all of which are valid for play in this campaign: Chronomancer, Elementalist, Totemist, Flesh Mage, Arcane Monk, Adept of the Awakened Eye, Number Mage, Shadow Mage, Tinker, Thaumaturge, and Witch.  The Mage Smith I don’t find quite so interesting, and the Runewright is only another version of our Runesmith, the latter being infinitely better.  All prestige classes shown in this book are valid for play, including the Theurgist.  The spell point system is available ONLY for the Witch, and the spontaneous magic system is NOT allowed.  I also accept their ideas for intelligent items, legendary items and soul infusion.

 

Spell Failure

Any situation that might cause a spell to fail will subject the casting to a “wild effect” (rules following).  This includes failure from wearing armor/shields, failed Concentration checks, and miscasting scrolls.

 

Treasure Picks

The system of treasure picks is entirely up to the party, but I’ve found that most of them dice for it every time it comes up.  Unfortunately, this sometimes leaves some out, even repeatedly if their rolls are always low.  I’d like to see a party do something different, but very little time is spent on treasure picking….

This site was last updated 11/23/03