Editing Fear and Darkness

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**Light spells have a 60' radius and provide excellent lighting.  They give bonuses to find secret doors or traps.
 
**Light spells have a 60' radius and provide excellent lighting.  They give bonuses to find secret doors or traps.
 
*'''Spacing and so forth in combat:''' I generally want to know who is in front, who is in the middle, and who is in back.  Other than that, there is a bit of randomness in who gets hit or doesn't.  Melee is wild and chaotic, things get crazy.  Sometimes bad guys break through the line, sometimes you get a lucky shot in at the leader.  PCs should feel free to try various maneuvers and stratagems.  I don't usually track precise positions. For reference, though, I assume human-sized characters take up about a 5' space, so two abreast in a normal corridor.  If the PCs spread out to search a room or squeeze through a pipe or whatever, I'll usually place them by fiat colored with what seems like typical good sense.
 
*'''Spacing and so forth in combat:''' I generally want to know who is in front, who is in the middle, and who is in back.  Other than that, there is a bit of randomness in who gets hit or doesn't.  Melee is wild and chaotic, things get crazy.  Sometimes bad guys break through the line, sometimes you get a lucky shot in at the leader.  PCs should feel free to try various maneuvers and stratagems.  I don't usually track precise positions. For reference, though, I assume human-sized characters take up about a 5' space, so two abreast in a normal corridor.  If the PCs spread out to search a room or squeeze through a pipe or whatever, I'll usually place them by fiat colored with what seems like typical good sense.
**While a precise marching order is not necessary, I do require an approximate one.  The marching order should include an indication of who is bearing a light source, and what it is!  I will be figuring what the PCs can see by what light sources are available.  If the only torch is in the third rank back, that means the front line can only see twenty feet ahead of them.  This may modify surprise rolls.
 
 
*'''Initiative:''' I decide what monsters are going to do, ask PCs for intentions, and roll 1d6 for each side.  Lower acts first.  Spellcasters who get struck before they can cast will lose their spells.  Simultaneous actions means that I roll out attacks and damage for everyone and then apply it.  It is possible for people to kill each other simultaneously.   
 
*'''Initiative:''' I decide what monsters are going to do, ask PCs for intentions, and roll 1d6 for each side.  Lower acts first.  Spellcasters who get struck before they can cast will lose their spells.  Simultaneous actions means that I roll out attacks and damage for everyone and then apply it.  It is possible for people to kill each other simultaneously.   
*'''Morale is vital.'''  You will want to break enemies if you can rather than kill them, usually
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*'''Morale is vital.'''  You will want to break enemies if you can rather than kill them, usually.
**Morale for enemies will almost always be checked when: The first enemy is killed, half the enemies are killed, the enemy leader (if there is one) is killed.
 
**Morale for enemies will often be checked when: The enemies are attacked with magic, the enemy is attacked by surprise or while they are disordered, the PCs do anything particularly intimidating.
 
 
*'''Mercenaries and Henchmen''': These are two different things.
 
*'''Mercenaries and Henchmen''': These are two different things.
 
**Mercenaries are normal toughs or soldiers for hire.  They are cheap, but you have to pay for their food and so forth.  They don't like to be in groups of less than five or so (Five mercenaries, that is, not five total characters.)  They will not enter dungeons.  They are fairly likely to flee in the face of serious opposition or supernormal threats.   
 
**Mercenaries are normal toughs or soldiers for hire.  They are cheap, but you have to pay for their food and so forth.  They don't like to be in groups of less than five or so (Five mercenaries, that is, not five total characters.)  They will not enter dungeons.  They are fairly likely to flee in the face of serious opposition or supernormal threats.   

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