Notes for House Rules & Rules Clarifications.   Posted by Evil GM.Group: 0
Evil GM
 GM, 179 posts
Wed 2 Sep 2020
at 16:06
Notes for House Rules & Rules Clarifications
Moving forward, I'm going to try to remember to post here any rules clarifications I make or house rules I create to cover situations not in the book.

This message was last edited by the GM at 16:06, Wed 02 Sept 2020.

Evil GM
 GM, 181 posts
Wed 2 Sep 2020
at 16:38
Notes for House Rules & Rules Clarifications
Haggling/Bargaining
This can be used for haggling with merchants over the sale of an item (or lot of items).

Normally, selling a used, but useful item (weapon, armor) will net you about 25% of the price listed in the core rulebook (pp. 75-90).  Making an opposed Communications (Bargaining) test can change that.

(Note that, only under rare circumstances will I allow you to try to haggle against the listed price of equipment being purchased from a merchant. There are a few reasons for this, but the biggest is that the merchant (especially one in a village or city) isn't going to take a loss when the next bloke who comes by will likely pay what's listed. They'll wait, rather than haggle.)

Result Types
Neither side earns stunt points.
Price moves by 4% per point on the Dragon Die in favor of the winner. (4-24)

Only the Winning side earns stunt points.
Price moves by 12% + 6% per point on the Dragon Die in favor of the winner. (18-48)

Only the Losing side earns stunt points.
Price moves by 2% per point on the Dragon Die in favor of the winner. (2-12)

Both sides earn stunt points.
Price moves by 6% + 4% per point on the Dragon Die in favor of the winner. (10-30)

What does this mean?
If you're buying and win, the result is subtracted from the base percentage above (25% or 100%). If you're buying and lose, the result is added to the base percentage.

If you're selling and win, the result is added to the base percentage. If you're selling and lose, the result is subtracted from the base percentage.
Evil GM
 GM, 184 posts
Wed 2 Sep 2020
at 17:14
Notes for House Rules & Rules Clarifications
Recovering Spent Ammunition

After a skirmish, if you have time to police the field, you will recover one half of all arrows, crossbow bolts, and sling bullets you fired during the skirmish, rounded down. The rest are either broken beyond repair or lost.
Evil GM
 GM, 229 posts
Tue 6 Oct 2020
at 16:24
Notes for House Rules & Rules Clarifications
Initiative
Initiative will be rolled as per the Core Rules. To determine initiative placement, the following is compared in order.

1. Total result of the Initiative test.
2. Result of the Dragon Die.
3. Dexterity modifier.
4. Whether or not the roll would have generated Stunt Points. (Expressed as a 1 for "yes" and a 0 for "no".)

The highest Initiative test total goes first. For ties, the higher Dragon Die result goes first. For continued ties, a character who would've generated Stunt Points goes before someone who wouldn't have generated Stunt Points.

If two characters are still tied after step 4, a PC will always act before an NPC. Two tied PCs or tied NPCs will act simultaneously.

When writing out initiative results, use the notation of (Total Result).(Dragon Die)(Dex modifier)(Stunt Points y/n?). So, a total of 12, with a Dragon Die of 5 and Dex modifier of +2, that would have generated Stunt Points would be written out as 12.5+21. (This makes it a little easier to compare a bunch of results.)

This message was last edited by the GM at 16:58, Tue 06 Oct 2020.

Evil GM
 GM, 264 posts
Wed 2 Dec 2020
at 19:58
Notes for House Rules & Rules Clarifications
Incidental Spells

Mages have a number of minor spells at their disposal that allow them to do small things.

These spells will not be named beyond the description of their effect, will not cost mana, and cannot be used to eliminate the need for a skill roll/improve or hinder the chance of success of any die roll/hinder enemies in any way.

Effects would include things like:
Putting a pleasant scent in a nose to keep away bad smells.
Enhance the flavor of a food.
Warm a blanket just enough to let you fall asleep faster.
Clean a garment or a person (the latter may upset some folks, as you're taking away their layer of dirt that keeps them healthy ;) ).
Take the wrinkles out of a garment.
Produce small sparks and streaks of fade energy to entertain.
Create a light source on the tip of their staff that provides light in a 4 yard radius.
Other minor effects of convenience that you can think of and are approved by me.

This message was last edited by the GM at 16:31, Mon 25 Jan.