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gameinfo:twenty_quick_questions_rules [2025/06/08 02:09] – [12. How strictly are encumbrance & resources tracked?] restlessgameinfo:twenty_quick_questions_rules [2025/06/23 14:12] (current) – [1. Ability scores generation method?] restless
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 === 1. Ability scores generation method? === === 1. Ability scores generation method? ===
  
-{{page>:rules:part_6_house_rules#rolling_stats&noheader}}+{{page>rules:part_2_player_characters:rolling_stats&noheader}}
  
  
 === 2. How are death and dying handled? === === 2. How are death and dying handled? ===
  
-{{page>:rules:part_6_house_rules#death_and_dying&noheader}}+{{page>rules:part_5_the_encounter:death_and_dying&noheader}} 
  
 === 3. What about raising the dead? === === 3. What about raising the dead? ===
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 In [[dict>basic_fantasy_roleplaying_game|Basic Fantasy RPG]] it’s really, really quick to roll up new first level characters, y’know?  It’s a good thing, because that’s what all replacement characters are. In [[dict>basic_fantasy_roleplaying_game|Basic Fantasy RPG]] it’s really, really quick to roll up new first level characters, y’know?  It’s a good thing, because that’s what all replacement characters are.
  
-<WRAP indent><WRAP parchment> +One could maintain [[rules:part_2_player_characters:home#maintaining_a_stable_of_characters|stable of characters]] to make sure they don'completely lose everything on a character’s death.
-== Note == +
- +
-Players are encouraged to keep a stable of characters and play often so that they aren'dropped all the way back to the beginning on a character’s death.  It’s also possible you could take over one of your retainers on a successful post-death morale check, but if the retainer doesn’t have levels they are still going to start at first level. +
- +
-**Please note the following:** +
- +
-  * Even if you have a stable of characters to choose from, you may still only play one character at a time. +
-  * No one else may play one of your stable of characters. +
-  * None of your characters may will any items to other characters in your stable or any other character they have not adventured with. +
-    * If another character has taken possession of items that are willed, well, that’s a civil matter, if you catch my drift... +
-  * Your highest level character may only be twice the level of your lowest level character (round down). +
-    * If your highest level character needs to level up, you will have to play a lower-level character to allow for it. +
-    * For instance, if you have a fifth level character, your lowest level character may only be second level (5 ÷ 2 = 2.5). +
-    * As a corollary, if you have a character that is fourth level or higher, you may not start new characters in your stable until you retire that higher level character, so make choices about a stable of characters early.  (4 ÷ 2 = 2, sorry.) +
-</WRAP></WRAP>+
  
  
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 Of course!  Don’t you ever hear about the collateral damage from drive-by shootings? Of course!  Don’t you ever hear about the collateral damage from drive-by shootings?
  
-{{page>:rules:part_6_house_rules#friendly_fire&noheader}}+{{page>rules:part_5_the_encounter:friendly_fire&noheader}}
  
  
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 === 12. How strictly are encumbrance & resources tracked? === === 12. How strictly are encumbrance & resources tracked? ===
  
-Encumbrance is tracked using a riff on the [[http://rottenpulp.blogspot.com/2012/06/matt-rundles-anti-hammerspace-item.html|anti-hammerspace inventory system.]]  (TODO Add a link when done.)+Encumbrance is tracked using a riff on the [[http://rottenpulp.blogspot.com/2012/06/matt-rundles-anti-hammerspace-item.html|anti-hammerspace inventory system.]]  [[rules:part_4_the_adventure:home#encumbrance_and_inventory|Here’s my take.]]
  
-Common expendables are abstracted to a [[:rules:part_6_house_rules#usage_die|usage die]] to save the whole counting it during camp or fights and spare us all the "can I recover some ammunition?" questions.+Common expendables are abstracted to a [[rules:part_4_the_adventure:home#usage_die|usage die]] to save the whole counting it during camp or fights and spare us all the "can I recover some ammunition?" questions.
  
-Of course, all magical ammunition and consumables are tracked individually. +Tracking resources is important to the exploration part of the game, and a lot of this setting is about braving the unknown.
- +
-Tracking resources is important to the exploration part of the game, and a lot of this setting is about braving the wilds.+
  
 === 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? === === 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? ===
  
-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 from your stable for a while.+While training is not required, downtime is.  You must take at least one in-game week per three levels (rounded up) of downtime.  Look at it as an opportunity to play a secondary character from your stable 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.+Also, while training is not required you can do some training to spend some of that hard-earned loot to convert it to XP to reach a new level.
  
 No, you do not get spells automatically.  Spells are either found through play, bought or gifted from NPCs, or researched. No, you do not get spells automatically.  Spells are either found through play, bought or gifted from NPCs, or researched.
-=== 14. What do I get experience for? === 
  
-Killing monsters and taking their stuff. 
  
-Well, okay... you get 50 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. +=== 14What do I get experience for? ===
- +
-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 no matter when or how you spend it.+
  
-Also, you get XP for exploration.  Being the first one to find a legendary place or thing can confer experienceand 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 or their sense of accomplishment or personal growth.+Killing monsters and taking their stuff.  It’s an [[dict>old-school_gaming|old-school game]]remember?
  
-Finallyif you spend GP on carousing sometimes you get bonus XP Note that if things don’t go your way, you can also get consequences for carousing!+Wellokay..
  
 +{{page>rules:part_2_player_characters:accruing_experience&noheader}}
 === 15. How are traps located? Description, dice rolling, or some combination? === === 15. How are traps located? Description, dice rolling, or some combination? ===
  
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 === 17. How do I identify magic items? === === 17. 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.+Experimentation is the tried-and-true method.  Knowledge of arcane lore helps, or seers, [[:gaz:skald|skalds]] and historians can figure it out.
  
 Speaking of arcane lore, it is often said that certain supernatural and underworldly creatures may be able to identify magical items (or perform other extraordinary feats).  There may also be spells (such as **Divine Magic** and **Analyze Magic**), rituals and magic items that reveal such things... Speaking of arcane lore, it is often said that certain supernatural and underworldly creatures may be able to identify magical items (or perform other extraordinary feats).  There may also be spells (such as **Divine Magic** and **Analyze Magic**), rituals and magic items that reveal such things...
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 There aren’t MagicMart™ stores, if that’s what you’re asking. There aren’t MagicMart™ stores, if that’s what you’re asking.
  
-There may be places where one can pick up enchanted gear, auction houses selling antiquities that may have certain dwoemers, witches or hedge mages hawking charms and disgusting-looking brews at the bazaar, etc.  Let the buyer beware!+There may be places where one can pick up enchanted gear, auction selling antiquities that may have certain dwoemers, witches or hedge mages hawking charms and disgusting-looking brews at the marketplace, etc.  Let the buyer beware!
  
  
 === 19. Can I create magic items? When and how? === === 19. 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, modified [[:rules:part_6_house_rules#holmesian_scroll_creation|Holmesian scroll creation rules]] are in effect.+Yes, but it requires a lot of knowledge, time and power that could often be better spent adventuring.  However, modified [[rules:part_3_spells:home#holmesian_scroll_creation|Holmesian scroll creation rules]] are in effect.
  
 === 20. What about splitting the party? === === 20. What about splitting the party? ===

The RNG giveth, and the RNG taketh away. 🎲