Round Table Games
Round Table Games - Store Customer Rewards
ALL OSE
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We use ascending AC and + to hit modifiers
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We use secondary skills
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We use weapon proficiencies
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We allow multiple classes
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We use detailed encumbrance
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We use Advanced Spell Book Rules
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We use the Limits on Returning from Death rules
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We use variable weapon damage rules
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The number of fighters that can fight side by side in a 10' wide corridor is based on the damage die their weapon uses. You can fit 16 D damage die side by side (to a max of 3 characters) e.g. 3 daggers, 2 swords, a 2-H sword and a short sword, etc.
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We use side-based initiative except for those enemies engaged in melee. Individual initiative will be used to exchange blows after first contact is made.
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We'll use 1" in minis scale = 3.33' in game scale (2 squares per 5', 3 squares per 10')
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We allow attacking with two weapons, charging into combat, parrying, splash weapons, and subduing
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We use the missile attacks on targets in melee rules
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We use morale rules
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We use Town services and hiring retainers (CC 2)
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We allow Expanded Adventuring gear, weapons and armour if you own the book (CC 3)
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Infravision is blocked by any visible light or large heat source that includes the viewer
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You are either in a room or not. If you are not in the room you may not act in the first round of combat/ negotiations/ search, etc.
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If you do not actively participate in an encounter, you get 0 XP from monsters & treasure for that encounter. If you are outside the room when an encounter is concluded, you have not participated.
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For HP, roll 2 x your HD. If the number totaled does not equal the max # on the die, you may add them together. Otherwise take the highest roll.
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Sleeping in a common area requires you to roll a d6. On a 1, snoring kept you awake and you do not gain the benefits of a full night's rest
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Sharing a room requires you to roll 2d6. On 2 1's, snoring kept you awake and you do not gain the benefits of a full night's rest
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Sleeping outside requires a bedroll or you do not gain the benefit of a night's rest
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Healing Kit
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The party may have a healer's kit. It is a non encumbering, non-carried item (more of a meta-game thing).
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Collectively you may put as much gold as you like into a healer's kit at the start of a campaign or in a town. There is no max. amount that the kit can hold, but once gold goes in, it cannot be removed except to heal as shown below
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At the end of a combat, a party member may spend 1 gp from the kit to regain 1 HP (max 1 pt per combat)
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If someone is at 0 HP, 5gp may be spent to heal that person to 1 HP
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If someone has gone to negative HP (but not -10 or lower) 5gp + 1gp per -hp may be spent from the kit and someone one must make an INT or WIS check with a penalty of how far into neg hit points the subject has fallen. On a success the subject may heal to 1HP. On a failure the subject loses 1 hp and an attempt may be made the next round if the patient is still alive
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Damage from a single source that takes you from positive HP to -4 or below is deadly
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