Sunday, 11 August 2024

Rules and rulings I've been using lately

While doing my routinely alt-tabbing between youtube and discord I realised that I have a small document gathered up of commonly used rules and rulings that I've though significant enough to write down for ease of reference.
So I thought why not share them to the interwebs to be gawked at and picked apart by strangers!

Of course these are just major ones that have been written down by myself, and there likely are a number of smaller things that didn't make it to the post or even the document I keep these noted down in.

God has Left

Each couple of months of irl time Cleric Spells are counted as being at one level lower that they normally would. (ie. Lvl.5 Cleric would cast their spells as if they were lvl.4 one month after the disappearance of Varchic)
No more new clerics are allowed to be made.

Promises to Saints

To offset the loss of clerics, anyone can proclaim promises to Saints.
You must know of the saint in the first place.
You make a promise to the Saint, related to one of the things associated with them, in order to gain a favor from the Saint.
Breaking a promise made to a Saint results in a punishment.
E.g. You promise to the saint of firefighters to stop smoking for good in exchange for the favour of the saint watching over your house to make sure it doesn't burn down

HP, Combat & Wounds

HP represents one's ability to stay standing and push past injuries, rather than "meat points".
You'll still manage to run around with your guts hanging out as long as you have the HP to keep you going through the pain.
Max damage roll gets to nominate a wound on target.
Defender either accepts the wound or tells how they deflect it and at what cost.

Random Encounters

Whenever the players suspect they have triggered a random encounter, anyone may proclaim "I choose Rapture" to instead encounter Rapture.
The character of the player who chose Rapture experiences and encounter with it.
(From: Veins of the Earth)

Night encounters

Two watches per night.
People declare what they want to do during a watch, only people actively keeping watch are geared and and ready to rumble should shit hit the fan. Others only have one thing on hand upon waking up. And no, you aren't sleeping in your armour.
Resting for a watch recovers 1hp.
One of the players on watch rolls d6, on 1 there is encounter | Known Encounter
Same time GM rolls another d6, if the result is same as player d6, there is encounter | Surprise Encounter

Dungeon Blues & Passage of Real Time

Ending a session in a dungeon or otherwise in the middle of action means that no time will pass for the PCs between sessions, while the outside world continues on.
This can lead to situations where the PCs start a delve one session, finish it the next, and leave the dungeon to find several weeks if not months have passed.
(From: Songbirds 3e)

Henchmen

Gain xp at half the rate of PCs.
Ask for half a person's share of treasure as payment.
GM can/will roll morale for henchmen when applicable, usually after party suffers losses or if the henchmen are asked to do something blatantly dangerous.
Player can keep henchmen of up to total combined level equalling to PC level, modified by CHA mod.
Henchmen are a public resource vs PCs that are private to a player, akin to a shared character.
Specific PC has to bring them along, but after that even if the player who brought the henchman along isn't present on some session of the delve the rest of the party can use the henchmen as they see fit.
Henchmen don't get the option of rolling starting funds but instead gotta use the starting gear table.

Note: henchmen rules are something I am still to this day very unsure of, mainly because I do not wish to get all nitty gritty about exact types of torchbearers who'll only carry lights for the party and luggage boys who'll only carry loot or gear for the party and animal handlers who'll only help keep the horses happy for the party and all of these having specific wages they'll ask. Why not just treat them as general helpfuls who get promised a share of the treasure and call it a day?
Additionally, at least in the Lamentations rules that I base my games on I don't remember seeing a mention of how many henchmen a single PC can employ, but personally I think this should in some capacity be limited.
In short, I'm not quite sure if I am satisfied with this iteration of henchmen rules that I am currently leaning on.

Art by me, because blogposts without images look boring


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