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==Houserules== *Fighters and Dwarves will be able to Cleave, as per ACKS p. 105. *We will be using Shields will be Splintered. *I really like the alternate class features that Dyson Logos had in Dodecahedron #7. I will roll for two and let you choose which you prefer. I will roll for an additional feature at the following levels: 8, 12, 16 and so forth. The Focused class feature stacks with XP bonuses from Prime Characteristics. *I'll be rerolling hit points at each level. If the total rolled is lower than the previous total, the character gains a minimum of 1 hp. *We'll also be using Lifestyle costs listed on p. 51 of the ACKS Corebook, as corresponds to the character's level. Therefore, a 4th level character would be paying 200 gp per month. All characters begin with the first month of lifestyle costs paid. Lifestyle costs cover the following: basic food, drink and lodging, incidental equipment such as rations, torches, standard lamp oil, etc. (essentially, any item with a cost of 1 gp or less) and taxes and incidental fees (the largest of which will be conversion of ancient coinage to modern). *Up to twenty coins/gems can be carried in a belt pouch or manly coin purse without adding to encumbrance. Likewise, if jewelry is worn it does not add to encumbrance, but may likely attract the attention of thieves. *Dwarves and Halflings ride ponies. Human or elves can fire or cast spells over dwarves or halflings in the rank immediate before them; characters with polearms or spears can attack from the second rank past any height in the first rank. *Magic armor has half the encumbrance value of non-magical armor. *Basic adventuring gear takes up 8 pounds, regardless of the actual weight/makeup, within reason. *We'll be using group initiative, re-rolled each round, modified by each PC's Dexterity. *Let's call a potion 1/2 pound. Ten sheets of paper = 1 pound. *Magical armor (including shields) weigh half normal. *According to the Beginning Spells section on p. 19, each spellcaster can choose two 1st level spells and one 2nd level spell for their books. If you can cast a third level spell choose one of third level as well. In addition, each spellcaster will have the following random spells per level they can cast added to their books: 1st level: 1d4 2nd level: 1d3 3rd level: 1d2 ===Spells, Scrolls, and Spellbooks=== That implies to me that "learning" how to cast a spell (or memorizing it) is merely a function of being able to read it. So, once someone reads a spell book they can then prepare any spells contained within, and can read them in the future without having to cast ''Read Magic'' again. '''Casting Spells from Scrolls:''' The caster must first read the scroll with ''Read Magic''. This *does not* give the caster the ability to prepare that spell himself, and it does allow him to read higher level spells than he can cast. The assumption is, I think, that the writing on the scroll is kind of a short hand that simply releases stored energy and doesn't actually describe how to *cast* the spell. '''Preparing Spells from a Spellbook:''' Once you read a spell in a book you can prepare it. Having thought about it, I'd like to start tracking spellbook weight as opposed to lumping it in with adventuring gear (see below). I am also going to start rolling for damage to spellbooks, from water, fire or what have you, since there is actual a section on replacing damaged spellbooks in LL Basic (p. 19). So, a standard spellbook is going to weigh 5 pounds and can hold a total of 50 spell levels. You can also purchase traveling spell books, which are smaller, weighing only 2 pounds, and can hold a total of 20 spell levels. Traveling spell books are also more resistant to damage, and cost 20 gp. The idea is that a magic-user might accumulate a bunch of spellbooks in their library, but have a smaller, condensed book they travel with that contains a select number of spells. '''Learning New Spells without ''Read Magic'':''' It is assumed that low-level characters learn spells from higher level casters, and that higher level casters research spells. Since this is all kind of a retcon, I'll allow the spellcasters in the party to swap out one of their first level spells for Read Magic, if desired. '''Spellbooks:''' The LL rules state it is a week and 1000 gp per spell level to replace a book that has been destroyed, so let's say it takes one day and 100 gp per spell level to recopy a spell you know -- and have access to, obviously -- to a second spell book (this does not apply to scribing scrolls, of course). ===Monster Parts=== '''Skin:''' Often sold to make rare, but mundane, goods (such as boots, gloves, etc.). Skin of any sort can typically be sold to fashion parchment, and thicker hide tanned to bind books. When used to fashion magical items the hide must be intact and undamaged, and often imparts qualities the animal is known for. There are a few species where the worked hide provides bonuses without being inherently magical. Note also that the skin of certain beasts gains qualities largely through the act of slaying the creature in some dramatic manner. '''Blood:''' Must be harvested within hours of death, in most cases blood has strictly magical uses and is used as an ingredient or spell component, rather than the finished product. '''Organs:''' Again, organs are typically harvested for use as an ingredient or component. Certain primitive tribes and races hold the belief that eating the organs of one's enemy will impart some of the quality to the victor. '''Bones:''' Used for components, ingredients as well as the finished product in magical items. For instance, one might fashion a flute from the femur of a harpy, that has the power to charm those who hear its music. Such items can only be fashioned from the bones of large and powerful foes, and not just any ordinary monster (in other words, they should have max hp or increased HD). Otherwise, bones can be sold as trophies or curiosities. Only the bones of rare or exemplary examples of a species tend to be worth much. '''Claws/teeth:''' As bones, above, although exceptional trophies can occasionally be used as charms without actual enchantment, especially if the wearer slew the beast in single combat, or through a great feat of strength or without the use of magic, and so forth. Again, exceptional trophies can also be sold as mundane curiosities.
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