Miralia Campaign -- 20 rules questions
Another list of 20 questions with answers, this time Brendan’s.
Ability scores generation method?
Roll 3d6 seven times, assign six of these in any order you choose.
How are death and dying handled?
Characters are unconscious at 0 hit points. Then save vs. death each round and each time you take additional damage, die on the first failed save.
What about raising the dead?
Sure. You just need a high-level cleric, and those are rare.
How are replacement PCs handled?
Your new PC gets level-appropriate equipment and treasure and half the XP total of your previous character. Before name level, this more or less means one level lower.
Initiative: individual, group, or something else?
Group, as per the standard LL rules.
Are there critical hits and fumbles? How do they work?
Double damage dice (not adjustments) on a natural 20..
Do I get any benefits for wearing a helmet?
None, except maybe in very special and obvious cases.
Can I hurt my friends if I fire into melee or do something similarly silly?
Will we need to run from some encounters, or will we be able to kill everything?
You’d better run fast.
Level-draining monsters: yes or no?
Yes. More or less 3E-style: you get -1 to all rolls and -5 hit points and lose your highest-level memorised spell, then save vs death the next day to recover or lose a level if you fail.
Are there going to be cases where a failed save results in PC death?
How strictly are encumbrance & resources tracked?
Not too strict, just try not to be ridiculous.
What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
Training requires a week of downtime per current level of the character (so one week to get to level 2, two additional weeks to get to level 3 and so on). Magic-users and illusionists gain one spell of their choice each time they advance in level.
What do I get experience for?
Probably around 70% recovering treasure, 15% defeating foes and 15% from exploration (XP awards for reaching certain places).
How are traps located? Description, dice rolling, or some combination?
Some traps can be detected by any character as long as you describe the proper procedure, some can only be detected with a die roll by thieves or dwarves.
Are retainers encouraged and how does morale work?
Retainers are definitely encouraged. Use the standard LL rules, except the morale score in the charisma table; many potential retainers have higher or lower morale, this table reads as adjustments rather than absolute values.
How do I identify magic items?
Trial and error, legends (for some famous items) or read the label on this potion bottle. Or just ask a trustworthy high-level magic-user.
Can I buy magic items? Oh, come on: how about just potions?
Not in the open market.
Can I create magic items? When and how?
Use the standard LL rule (so you need to be at least 9th level). As an exception, spellcasters can write scrolls by spending 500 gp and one week per level of the scroll, with a 10% chance of failure, provided they can cast the spell.
What about splitting the party?
No hard rule against it, but please try not to overdo it.