The World Of Rhymargg
20 Questions – The Rules
1. Ability scores generation method?
Roll 3d6 in order, the way Gary intended!
2. How are death and dying handled?
If your hit points drop below or are equal to zero make a Save vs. Death Ray and Poison: success indicates your character is merely unconscious, completely incapacitated until they can get a full week of rest; failure indicates your character is oh-so dead. If anyone rushed to your aid and gave you first aid you get a +1 to that roll. Immediate healing within a round of death that brings you to positive HP will prevent death. If you roll a natural 20 on your saving throw roll, your character not only survives, but is invigorated by his near death. In this case your character has full hit points again.
3. What about raising the dead?
The ancients may have had a ritual for raising the dead, though it is currently lost to the ages. Perhaps intrepid adventurers may uncover such a spell, though I am sure the costs to cast it would make death look like the better choice.
4. How are replacement PCs handled?
You may promote a henchman mid game, otherwise roll up a new one and we will jam them into the game somehow. ½ of decedent’s XP will be given to replacements so that the group stays reasonably close in level.
5. Initiative: individual, group, or something else?
Group: roll a d6, high roll goes first. Ties happen simultaneously, which means you can kill the orc and the orc can kill you too!
6. Are there critical hits and fumbles? How do they work?
Yes: A 20 is always a hit and you deal the maximum damage for the attack. Fumbles occur on a natural 1 and will be up to GM discretion – usually you will hurt yourself or drop you weapon, they will not be lethal unless flaming oil is involved.
7. Do I get any benefits for wearing a helmet?
You look snazzy and will get bonuses to certain saves.
8. Can I hurt my friends if I fire into melee or do something similarly silly?
Yes, targets would be chosen at random when firing into the fray.
9. Will we need to run from some encounters, or will we be able to kill everything?
You should consider running from many encounters, though theoretically everything can be killed.
10. Level-draining monsters: yes or no?
Yes! Oh Yes! Take Gandalf’s advice: Run you fools!
11. Are there going to be cases where a failed save results in PC death?
Yes. What’s the point of a Save vs. Death Ray if you don’t have death rays in your game? They can be minimized by player knowledge.
12. How strictly are encumbrance & resources tracked?
Encumbrance a bit – I will allow a fair amount but bulky treasure or excessive junk will mean you are encumbered. Resources are strictly tracked- don’t run out of torches!
13. What’s required when my PC gains a level? Training? Can it happen in the middle of an adventure, or do I have to wait for down time?
You gain levels between sessions. New spells must be researched or recovered/scribed from scrolls. No training needed, that’s just extra paperwork that’s boring.
14. What do I get experience for?
Finding treasure, killing monsters and terrible people, freeing slaves, stopping sorcerers, exploring the wilderness and anything else I can think of.
15. How are traps located? Description, dice rolling, or some combination?
Traps can be discovered by noticing their telltale signs (like holes in walls and acid stains). A secret roll when encountering a trap will be made to determine if a thief “feels danger” – otherwise you’re on your own.
16. Are retainers encouraged and how does morale work?
Retainers are encouraged, and Charisma is important to their moral, availability and ability. Retainers must check morale after .each adventure. If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. If a retainer is given a full share of treasure for several adventures, his or her morale score might permanently become better.
17. How do I identify magic items?
By paying someone to do it or casting detect magic and then experimenting. Sages aren’t always honest or competent.
18. Can I buy magic items? Oh, come on: how about just potions?
No but one’s never sure what’s for sale in the bazaar.
19. Can I create magic items? When and how?
Sure – on an ad hoc basis if you invest time, money and magical components.
20. What about splitting the party?
Never…. Ever…. Split…. The…. Party! You can do what you want, but your friends left to guard the camp may be annoyed while they listen to your adventures.