Game Materials


Rules

We'll play AD&D 2nd Edition rules, with a few modifications, mostly to keep the game simple and reduce "book keeping" The game will incline more to role playing as opposed to hack 'n slash; combat should not always necessarily be the preferred route.

Note: Actions - and sometimes Words - will have Consequences, just like in real life.

The game will lean towards Lovecraftian horror; not excessively but do beware there are Things you aren't to Know...

Rule Changes

Advantage/Disadvantage

The core rule is: -

The change is a roll, usually a d20, is rolled twice. For Advantage, take the best result. For Disadvantage, take the worst result.

Example: A Fighter attacks a monster with Advantage. Rolling the d20 twice, a 17 and a 7 is rolled. The 17 is used as the result of the attack.

At Deaths' Door

The core rule is: at 0hp, the player/monster is dead.

The change is: at 0hp the player/monster falls, mortally wounded. They will lose 1hp per round; a healer can spend a round stabilizing the player/monster, otherwise at -10hp the player/monster dies. Beware: those that are in some bezerk mode will ignore this and fight on, but still lose 1hp per round.

Example: A Mage with 3hp is hit for 6 points of damage. Now at -3hp, they fall unconcious and die in 7 rounds unless given urgent first aid. Meanwhile, a Warrior in a bezerk fury, with 4hp is hit for 10 points of damage; now at -6hp, they fight for four rounds before dropping dead.

Critical Rolls

The core rule is: -

The change is that an attack roll of 20 scores double damage; an attack roll of 1 indicates the character has critically fumbled and cannot attack the next round.

Example: A Rogue Backstabs an opponent. Normally this would be EG., 1d6+1, doubled; on rolling a 20 this is doubled again. Meanwhile, a monster lunges at the Rogue, and rolls a 1, indicating maybe that they tripped and fell flat on the ground. They spend the next round getting up again.

Encumbrance

The core rule is: Each item has an encumbrance value, used to calculate what you can carry.

The change: you can carry anything reasonable, like a staff or a sack of coins

Example: You find a dragons' hoard. You can carry away at most 600 coins in a sack. The rest, you must leave behind - unless you have some means of transporting cargo?

Magic

The core rule is: spellcasters need to learn spells and memorize the spells to use for that day.

The change is that a spellcaster has a number of spell points equal to the total levels of spells they can cast; each spell has a spell point cost equal to that spells' level, and the spellcaster can cast any spell they know, provided they have enough spell points.

Example: A 3rd level mage can normally cast one 2nd level spell and two 1st level spells. That gives four spell points. The mage can cast: four 1st level spells, OR two 1st level spells and a 2nd level spell OR any two 2nd level spells.

Sanity

The core rule is: -

The change is that characters now have a Sanity stat.

Example: best read the page on Sanity!

Thief Abilities

The core rule is: -

The change: On critical success of a thief ability (ie., roll EXACT % success), the thief gains a permanant +1% to that ability.


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