For the GM

This section’s intent is to outline any additional rules, provide some rules clarifications, and give tips on how to better GM this game based on the mechanics outlined in the previous sections.

General Skill Checks

As with most other games, skill checks will need to be adjusted on the fly according to the difficulty of the situation. Don’t let this scare you or hang you up too long from playing the game and enjoying the system, though. Typically, you can gauge the check based on the player’s max skill level and ½ the amount to make it a success or failure if the check is one of the over/under nature.

Lockpicking skill checks

The player’s roll result must meet or exceed the check in order for the lock to be picked successfully.

Very Easy 3
Easy 4-9
Moderately Easy 10-15
Moderate 16-20
Moderately Difficult 21-26
Difficult 27-31
Very Difficult 32

Optional Rules

No Cleric in the Party (Healing without a Healer)

From time to time there may be instances where no one wants to play a cleric, or that the cleric is not available for a session. These simple rules can assist in implementing a healing mechanic to better serve and keep the party and story moving forward.

Each member of the party is able to heal another member (or themselves if they have not fallen to 0 or lower HP) by rolling a Medicine Skill check. The following is then true:

When out of combat, if the rolled result is 8 or higher, the PC being healed can be healed for 1d6 per character level. For instance, a 2nd level character would then roll 2d6 and be healed for the rolled result

Since combat is typically busy and a lot of concentration is needed, then the rolled result must be 10 or higher for the heal attempt to be successful.

When using this rule, each character has the ability to successfully heal once per day. That is to say that if a check results in a failure, the effort is not lost, and can be attempted again. However, if a player is successfully healed, the person performing the check may not attempt again until a Full Rest has been completed.

Cleric alternate at-will spell option

You as the GM have the ability to swap out the Cleric’s starting spell to be one that heals rather than damages. This spell follows the same table as Radiant Light /Darkest Night but rather than dealing damage, the amount rolled will be healed. This, however, no longer make the spell a ranged check, but rather requires physical touch with the target being healed.

You guessed it, it is named Lay on Hands. The spell entry can be found both below and in the spells listing with a note about when the spell can be used.

Lay on Hands

Distance: Touch

Description: The cleric touches their target, and provides minor healing to the wounded.  This spell can only be used as a permanent replacement to Radiant Light / Darkest Night.

Class: Cleric / Paladin

Spell Level Radiant Light/Darkest Night by Level
Level I 1d6 damage is healed.
Level II 1d6+ Intelligence bonus damage is healed
Level III 2d6 damage is healed
Level IV 2d6 + Intelligence bonus damage is healed.

Treasure and Rare Equipment

As the GM, it is up to you to dole out equipment to your party. This can be done using the armor and weapons in the Equipment section as a guideline and then expand from there. It is important to note that there should be something that sets this gear apart from any other piece found throughout the land. Some tips and considerations that could help in creating a piece of awesome gear.

  1. The power of the equipment grows as the character does, I.e. when the character accomplishes certain feats, the armor or weapon grows in power.
  2. A weapon or armor has a special ability that can only be used X times per X.
  3. A weapon or armor requires the wielder/wearer to go on a quest to fully unlock it.
  4. The weapon/armor puts thoughts into the mind of the wielder/wearer, failing to abide by any demands made will result in a penalty.
  5. The weapon/wielder only has one true owner, and the character must work to find and return it, otherwise, dire consequences.

Scrolls and Potions

Ultimately, it is up to you, the GM, to determine if scrolls and potions exist in your world. In order to create one, simply select a spell from the spell sections and add “Scroll of” or “Potion of” in front of the Spell Name. It is not advised that an at-will spell be used for either a potion nor a scroll. Both can either be found, used as a reward, or bought for a fairly hefty price. The for a scroll, such as one time use, etc. is again, up to you.

 

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