
1. Ability scores generation method? http://www.easydamus.com/character.html OR
Roll six times, 4d6 – L & arrange in any order; applying bonus for selected race (no penalties);
Orcs/ humanoids +2 Str, Elf is +2 Dex, Dwarf +2 Con, Gnome +2 Int, Halfling +2 Wis, ½ Elf is +2 Cha.
Humans have no ability modifiers, but treat all classes as their favored class (#14).
Favored class is barbarian for Orc, wizard for Elf, fighter for Dwarf, druid for Gnome, rogue for Halfling & ranger for ½ Elf.
2. How are death and dying handled?
At 0 hit points (or special circumstances) you are stunned = d12 for skills, attack and saving throws.
At a negative number you are unconscious; bleeding out one hit point per minute (5 rounds = 1 mn) until revived or receive first aid. If the absolute value of your negative hit point total exceeds your constitution score you are dead. Unconscious PCs might be revived , ransomed or captured.
3. What about raising the dead?
Reincarnation is more common, a reincarnated (p.331) character will be of similar age of deceased.
4. How are replacement PCs handled?
You can take over a hireling or NPC in the short-term, or you can generate a new character.
5. Initiative: individual, group, or something else?
Group= die roll + modifiers; highest goes first. PCs act in order of DEX score + Armor Penalty (#12).
6. Are there critical fumbles? How do they work?
If you roll a one, you might have shattered your weapon in hand. . .
GM may select shield or piece of equipment if more appropriate to the situation.
Roll d20 + twice Magic bonus for item to ‘save’DC Item is
DC Item is…
18.....clay/ pottery
17.....glass/ bottle
16.....china
15.....crystal/ mirror
14.....lead /quartz
13.....wood/ silver
12.....bone/ copper
11.....bronze/ gold
10.....timber/ pewter
.9....iron
.8....diamond
.7....steel
7. Can I hurt my friends if I fire into melee? Yes, penalty to fire into melee is -2 and 1/3rd of all misses will hit a random ally (p.176).
Normal size humans and orcs can fire over dwarves and halflings without penalty.
You can also use polearms, long spears, etc. from the second rank with a -2 penalty.
This is not a miniature skirmish game. Power gamers and min.-max. munchkins are not welcome. Therefore, there are NO attacks of opportunity everybody is assuming to be moving around a lot; likewise, I am pretty flexible on which PC can attack whom. Relax, the GM is not your enemy
8. Do I get any benefits for wearing a helmet?
Unless specifically mentioned, a helmet is included in armor class calculation. Removing assigned head protection reduces calculated armor class 10% but allows you to concentrate or aim, thereby rolling 2d10 instead of d20 for either skill or to-hit rolls (see #15).
9. Will we need to run from some encounters, or will we be able to kill everything?
‘Run you fools, run’
10. Are there going to be cases where a failed save results in PC death?
Save or die; happens. If you are being cool or heroic, you may just end up in negative hp.
11. Level-draining monsters: yes or no?
Life is hard, if GM feeling merciful, you could lose a feat or skill, instead of a precious level.
Gold and friends in the right places will mitigate these unfortunate events. Evil clerics seldom have healing or 4th level restoration spells; therefore, it is wise to make friends of good creatures.
12. How are encumbrance and movement calculated?
A character’s weight allowance is 10 lbs per point of strength score (half this number if small character).
One unit of weight is roughly equivalent to one pound (100 gold pieces = one pound). In addition to his clothing, footwear and jewelry; a character can carry armor, weapons and other items up to half his weight allowance and remain unencumbered. If carrying more than half of weight allowance, then a character or being is encumbered ( -2 to movement, reflex saves, and dexterity based skill throws). Maximum weight carried is 20+ lbs per point of Strength.
Movement = HALF* (CON score + AP modifier); AP = ½ ACP, p.151, round fractions down iff no shield.
A biped’s run move is d6 per inch of movement speed ( 1” = 5 simulated feet ). *1/3rd if dwarf, gnome, or halfling.
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?
Usually requires training and expenditure; however, if it fits the story line, you can increase level while adventuring and solidify your newly gained talents during downtime between adventures.
PCs usually start at 2nd level with a choice of three class/ race appropriate skills and/or feats.
14. What do I get experience for?
In my campaign, skills and feats are NOT linked to level, but acquired independently. Hit points, combat and saving throws are linked to level. A NPC/ PCs rank value for any known skill equals half current level. At the end of each game session, each surviving character receives an experience throw (d6 for PC or d4 for NPC):
1) +1 to any desired ability score
2) +1 Feat allowed to class or profession; selected by player, approved by GM.
3) +1 Skill allowed to race, class or profession; selected by player.
4) +1 Level.
5) +1 Level if PC belongs to favored class (#1); otherwise, select any skill.**
6) GMs choice, you may get nothing if breached alignment or you are disruptive to other players.
15. How are traps located? Description, dice rolling, or some combination?
In general the DC to detect a trap (or basically any challenge) is 10+ current encounter level.
With challenges, we use the universal mechanic; roll d20* + ability modifier + AP + Rank bonus > target number (DC), then success. A tie is success with minor reservation (dropped something?).
A description of what you are doing and proper equipment applies a circumstance modifier to DC.
For unskilled attempts roll a d12 + ability modifier + AP ; however, no Rank bonus applies.
** For players who choose to learn a skill outside of their class skills (such as fighter learning to perform acrobatics, p.89) the universal mechanic still applies, however, roll d12 instead of d20.
16. How does morale work? If leader is disabled or the party at half strength, a check is made with DC = 10 + encounter level. To determine morale checks; roll d20, adding - leader’s charisma modifier, NPCs wisdom modifier and the SQ*RT of NPCs current hit point total. Buy NPCs good gear and treat them well for circumstance bonus.
17. How do I identify magic items?
Usually it takes magic to identify magic; however, if you give a decent description of method, then roll d12 + INT mod. + AP > 10+ current encounter level/ challenge rating; you have identified magic.
18. Can I buy magic items?
Big ticket items – usually not. In a large enough population center, scrolls and potions are frequently available for sale. Cost of these items is typically spell level x caster’s level x 50gp.
Unlike scrolls, magic potions can be consumed and used by all character classes, as well as 0-levels. It is risky to take more than one potion per turn (roll d6, one turn = 10 minutes):
1) Arrgh - neither potion works; -1 CON.
2) Both potions cancel each other out.
3) Higher level potion cancelled.
4) Lower level potion cancelled.
5) Both potions work normally.
6) Huzzah, both potions work at double effect.
19. Lighting and surprise?
Ranged attacks can be aimed from darkness into light without penalty; however, attacking from light to within darkness requires modifiers.
Daylight = double weapon ranges if outdoors and stationary target.
Sub Optimal ( - ) dawn, dusk, lantern, lamp
Moonlight (-2) full moon, torch
Starlight (-4) moonless night, candle
Pitch (roll d12, instead of d20) vision only possible with night / infra vision
“I was pursued with imprecations, arrows, and rifle balls. The fact that it is difficult to aim anything but imprecations accurately by moonlight, that they were upset by the sudden and unexpected manner of my advent, and that I was a rather rapidly moving target saved me from the various deadly projectiles of the enemy and permitted me to reach the shadows of the surrounding peaks.” (ERB’s Princess of Mars, Chapter I)
Monsters, creatures or NPCs are surprised on 1 - 2 in their natural habit; however, if PC party is noisy, disruptive or delaying, then monsters are only surprised on a one. When encountering an opponent that has night vision, infravision or extra-ordinary perceptual ability, depending on their light source the player’s party is surprised on a
1 - 4 if candle or starlight
1 - 3 if torch or moon light
1 - 2 if lantern , lamp, dawn or dusk
1 if daylight.
20. How do you handle critical hits?
- - On a natural 20 - -
as featured in Fight On #8




