How This Works: House Rules and Clarifications

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Marullus
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Re: How This Works: House Rules and Clarifications

#21 Post by Marullus »

Unusual Magical Items - Intelligent, Evil, Cursed, and Heroic:

Unusual Created Items

Magic, as formulaic as its application often is, is as much an art as a science, and there is always a lot of room for things to go not wrong but strange when it is harnessed. Apart from cataclysmic magical failure (as can happen with research of various kinds), there are three primary manifestations of these random happenstances when an item is being intentionally created: item intelligence, evil items, and cursed items.

Intelligent Items
Contrary to popular belief, it is not generally considered possibly by the most learned arcanists to intentionally construct intelligent items. It is more likely that an item will be imbued with intelligence by divine intervention, but it may also be the result of magical accident. The most common type of magical accident resulting in item intelligence is the death of an apprentice or creator in the process of making a magical item where something goes awry.

Intelligent items retain the entire consciousness of the individual trapped within, including their ego and goals. It is not always possible for the trapped intelligence to directly communicate, but often the intelligence is able to exert its will to some extent, either by rejecting users or insinuating goals, behaviors or responses to stimuli into their users unbidden. Intelligent items are often more powerful than traditional magical items as a result, with augmentation of latent magical abilities by the resident intelligence and made available to users that are considered worthy.

Evil Items
Items become evil for two reasons--one, a malevolent spirit might be nearby, guiding the production of an item without its creator being aware of it, twisting its intended purpose to something less savory. Alternatively, a deity might create an item for a specific purpose and its evil nature is bound to its existence for that purpose. In any case, an item that is evil will actively resist being used for noble purposes and may actually attempt to twist the intentions of its user toward more sinister ends--in worse situations, it may not reveal its purpose, recognizing that it can serve that purpose by remaining inert until such a time as it is in a position to best make a coup on its desired target, or to imperil its non-evil wielder in such a way to guarantee that it passes to someone that will share its sense of purpose. Evil items are generally not intelligent, as such (though intelligent items can be inhabited by evil intelligences, which is different), and do not communicate directly--they influence and they pursue goals based on the intent of whatever malign spirit shaped it.

Cursed Items
Cursed items are the result of incompetence or mistakes on the part of the creator, and do not involve direct intervention by outside forces. A cursed item results in the intended product, at least to most inspection, but with unintended (usually negative) side effects. These side-effects can range from the simply irritating or inconvenient (a suit of armor that takes twice as long to put on or remove, or that changes one's hair color) to the downright disastrous (whenever the weapon misses its intended target, it strikes an ally instead--or it only deals minimum damage--or makes the user easier to hit in combat--and so forth). These effects only become evident when the item is used for its intended purpose, and once they have been activated the items are exceedingly difficult to be rid of, requiring divine intervention to break the bonds they create with their wielders. A common secondary effect of cursed weapons, once they are used in combat, is to always spring to hand regardless of the weapon the wielder intends to use. Cursed armor is sometimes impossible to remove at all.

Imbued Items (aka Heroic Items)

In addition to these three types of items that can experience altered creation processes, there is a final class of unusual items. Heroic weapons. As adventurers travel about, experiencing amazing things and surviving terrible encounters, the residue of their experiences clings about them, contributing not only to their reputation and eventual legend but also to their self-possession and the things that define them.

These items are known as Imbued Items - they are assigned an amount of Item XP that represents the amount of imbuing or imprinting the adventurer's soul has done on that item and how important that item is to the adventurer. These items:
  • Generally contain secondary effects in addition to a "bonus," following the imbuing rules below
  • Are tied to the alignment/nature of their previous owner. This is not "intelligence" or "evil items" as can happen with intentional creation (where the item can willfully act of its own accord). Instead, it is impressions, inklings, and desires that can bleed from the item into the consciousness of the wielder. The greater the disparity between then item's XP and the wielder's XP, the more it is recommended that the item impact the character. I will provide these in private forums where appropriate and it is up to the player to decide how and if they wish to roleplay this element. It can be recognized and ignored by the character or impact the character's thoughts or actions at the player's choice.
  • Investing one's own Item XP into the item will dampen and eliminate this effect as the object becomes attuned to a new wielder.
  • Imbued items can be discerned from Created Items with Detect Magic. The powers of both types of items are researched the same way.
  • Research into an imbued magic item can be used to learn more about the previous owner, as the magic imbued is directly tied to the previous owner's essence.
Imbuing Items
At the end of any expedition, each surviving character will receive a number of Item XP equal to the non-treasure-related XP they earned during that adventure. This Item XP can be distributed in any way the player likes among his or her current possessions (including non-magical items and animals). This represents the integral quality of that item to the identity of the individual and its association with his or her experiences. Magical items found will have a current XP total based on their overall power and enchantment level that will be revealed when they are identified as magical. The item XP value revealed by detect magic can be interpreted IC as the potency of the hue - helping to differentiate those items with minor sympathetic heroic residue from those deliberately created by magic users (which will generally be far more potent).

Animal companions can be assigned XP instead of items; they can gain unusual traits as negotiated with the DM, or upon gaining enough XP they can simply increase in hit dice, gaining additional hit points and to-hit ability as appropriate.

Each player will be responsible for reporting assignment of Item XP and tracking Item XP on the inventory line for a specific item on their character sheets. Any XP not assigned when the adventurer departs on another expedition is immediately forfeit. Each item should be tracked (including name, xp, description, effects, and history) on the Notes page of the character sheet by the player. As items are advanced, a master record will be appended by the DM on the character sheet thread in the player's private forum.

When using the Tribute to Living Adventurers rules, if an item that the Tributee has invested XP in features prominently in the tribute, then the item also gains XP at the same rate as the tributee (only one item per tribute). Naming the item in a Tribute adds to the storied deeds of the item and grants a one-time award of 50 item xp.

The following is the "level up" chart for items:

Basic Item: 0xp
First upgrade: 2001xp
Second upgrade: 4001xp
Third upgrade: 8001xp
Fourth upgrade: 16001xp
Fifth upgrade: 32001xp
Sixth upgrade: 64001xp
Seventh upgrade: 128001xp
Eighth upgrade: 256001xp
Ninth upgrade: 512001xp
Tenth upgrade: 1000000xp

Each time an item is capable of being upgraded, the possessor of the item selects either to enhance its basic function, provide it with an additional unusual trait or ability, or enhance the power of an existing unusual trait or ability.

Basic function upgrade:
Provides a +1 bonus to a relevant attribute/quality (for a weapon or armor this is equivalent to a straight +1 enhancement bonus, but for another item it could be an attribute modifier or a +1 to a specific kind of activity). No more than half of the total upgrades for an item can be of this kind (meaning it cannot be a First Upgrade).

Unusual Trait upgrade:
This can make an item lighter than usual, provide it with a kind of spell-like ability, or enhance a weapon or armor in new ways (like bonus damage types). The unusual trait must be narratively related to the way in which the item is designed to be used, or is used by the Hero wielding it. A base-level unusual trait cannot be more powerful than a first level spell, and is either charged or permanent. A charged items has five charges and can be used at-will, but loses the enchantment when expended. A permanent item begins at 1/week or 1/expedition.

Trait Enhancement:
There are limits to the power of a given enhancement--but once an item has an ability, that quality can grow and intensify. This could enhance elemental damage of a weapon, turn an item that stuns an enemy into an item that paralyzes or petrifies them, turn boots of jumping into boots of flying, and so forth.

Options for an upgrade include:
- The item weighs half of what normally would.
- Missile weapons can use a strength bonus.
- The normal function of the item is enhanced (lamps burn longer, knives stay preternaturally sharp, etc)
- Bonus to hit, damage, or save in a select situation or against a select enemy type.
- Upgrading spell-like ability with charges by adding another five charges.
- Upgrading spell-like ability from useable once per week to useable once per day.
- Upgrading spell-like ability capability's potency one spell level.

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Re: How This Works: House Rules and Clarifications

#22 Post by Marullus »

Retainers vs. Hirelings

In LL Basic, the distinction is made between Retainers and Specialists/Mercenaries ("hirelings"). Basically, Retainers are fellow classed characters who can and/or will assist you in a very wide range of activities, while Hirelings do specific jobs, most commonly act as a larger-scale military force, attacking or defending a specific location on the hiring individual's behalf.

There are a few categories based on their skill and the use that the PCs intend for them when hiring:
  • Commoners/Laborers - These are 0-level characters that perform simple functions. They only work as Hirelings. They are hired for a specific task (care for the mounts, labor on a job, etc.) and as Hirelings will not undertake adventuring risks (and receive no XP). They are paid a specific wage that is daily, weekly, or monthly. They have a morale of your CHA value -2.
  • Skilled Hirelings - These are classed characters (usually 1st level) that perform specific tasks like commoners (guarding, hunting for food, etc) and also serve as Hirelings. They perform their tasks (and receive no XP). They are paid a specific wage that is daily, weekly, or monthly. They have a morale of your CHA value -1.
  • Retainers - These are classed characters who are hired to share in the adventuring risks and rewards with (and under the leadership of) a player character. They work for a share of the treasure/rewards of an expedition (half-share minimum of treasure, though some demand more) and also receive a half-share of XP (non-negotiable). They have a morale set by your CHA value (no modifier). They check morale at the end of each expedition (p.47) to see if they'll ever work for you again. If successful, you can attempt a new recruiting roll before your next expedition. Since they gain XP, retainers can grow with a PC in level and capability. (The difference between a skilled hireling and a retainer is the role they are hired to fill. Many named NPCs can fill either role.)
  • Henchmen or Vassal - These are retainers who are offered (and accept) permanent employment associated with a PC who has permanent land holdings/dominion (i.e. seneschal who runs your estate, a foreman who runs your business, a loyal squire attendant). These are explicitly Retainers and always receive a share of profits, not a wage, which is negotiated as part of their hiring/promotion. They gain a half-share of XP if on expedition and receive XP as Service NPCs (below) when not on expedition. These arrangements may take many shapes, but primarily will be negotiated within the story. Theoretically, the levels of Morale, Loyalty, and trust in these types of relationships is higher than that of a typical Retainer relationship, and the Retainer has more ability to operate independently according to the PC's instructions and goals. They have a morale of your CHA value +1. They no longer check morale at the end of each expedition/month, and check only for extreme RP circumstances.
Those four categories specify if they're acting as Hirelings or Retainers.
  • Retainers are paid on a share basis or with wages vastly higher than those paid to Hirelings, and they will gain experience and take risks normally associated with Adventurer-types. I track all of these with their own character sheets, XP, etc.
  • Hirelings are paid a monthly wage and basically try to get away with doing as little as possible. They do not have character sheets, do not gain experience points, and will not under any circumstances do anything that smacks of adventuring (high-risk, potentially low-reward activities).
An individual can have a set maximum number of Retainers in their employ at any given time based on their charisma score. This is immutable, unless the character happens to find an item that somehow grants a Charisma bonus. This is also true of Hirelings - they can have a direct number of hirelings with them based on their CHA score, or a number equal to 5x the Charisma score which are associated with their property/dominion. Essentially, this is the number of troops an individual can direct in the field or manage in various posts throughout an area over which they have dominion. Retainers have the same restrictions, and can have their own Retainers if they have the resources to acquire them, or their own hirelings. A Retainer can be assigned command of a group of the PC's hirelings up to 5x the Retainer's Charisma score, as well. Each step away from a PC reduces their direct loyalty (morale) of that employee to the PC by 1.

Example:
Joe the Knight has been given command of an old Keep and told to defend it by the ArchDuke. He has a CHA 10 so is allowed 4 retainers and a base morale of 10. He hires on a Seneschal to run the estate (always an NPC home, provides leadership for NPC domestic issues) and 20 heavy infantry to guard his territory (4x5 = 20 hirelings). With a qualified henchman on his estate, the property generates income (which the henchman receives a full share of.) Joe the Knight can still hire up to three retainers to go his expeditions with him (as the Seneschal is a Henchman who takes up one slot). His Seneschal operates with a morale of 8. The patrol guards have a morale of 6 out on their own. His three adventuring retainers have a morale of 7.

He captures three watchtowers and needs to now man them as well, receiving a title of Lord and expanding his domain under the ArchDuke. He hires another retainer as a Guard Captain, and that captain hires three Lieutenants to man each watchtower. They all have average Charisma. Each lieutenant mans his watchtower with 20 infantry. Joe the Lord now commands a force of 80 men-at-arms. He stops at a watchtower and gives commands to the guards there as their liege, but they work for a lieutenant who works for the captain, who works for him... they're loyalty to him directly is Morale 5.


If a bunch of hirelings are left in a position without a PC or Retainer in command of them, they will follow their given orders unless they fail a Morale test, in which case they will abandon their duty and flee to safety if possible. Retainers will act according to the instructions given to the extent that their Morale, Loyalty, and personal motivations dictate.

---

In the environment of Gaul, taking on Henchmen, especially if either the PC or the Retainer has more than a handful of hirelings, can be politically tricky, since that could be seen as constituting a military force and hierarchy outside of the Duchy itself. The Duke does not want rivals to his authority over his territory. However, acquiring these resources, as well as property, are a good way to find yourself with some position within the noble hierarchy of the Duchy.

---

In order to recruit a Retainer or Hireling/Group of Hirelings, three conditions must be met. First, they must be "friendly/helpful" (Reaction level) to your character. Second, you must be able to communicate with them. (Alignment language is sufficient, but may cause a penalty in step three.) Third, you must be able to make a compelling case for what the job entails and method of pay which is meaningful to the retainer. Once all three conditions are met, then the Hiring Offer roll is made by the DM with appropriate modifiers based on the roleplay (p.46).

NOTE: When recruiting hirelings/retainers from a group (like the Mercenary Camp), you must specify the number of individuals (or the names of specific named NPCs) in a post before the rolls. The number of rolls can't exceed your CHA allowance. For a single expedition, one PC should do the recruiting for any given group of NPCs. (I want to avoid the "Joe fails so Chris rolls next" approach.) It is okay for different groups to be approached for different expeditions - one bringing huntsmen, another clerics, a third bringing dwarves - should a large force be desired/required.

In the wild, Reaction Rolls are made for encounters and modified for RPed actions (usually with a CHA check, see below). In town, each IC location has its own Reaction level.
  • The Mercenary Camp counts as a default of Friendly. Any PC can try to recruit help through them.
  • Most townsfolk are a default of Indifferent. PC actions determine if a group is advanced to Friendly for any given period of time.
  • Some townsfolk, such as Guards and Town Officials, default as Dubious.
  • With the addition of the new town-sites, some groups specify conditions where they are friendly and thus allow recruiting. (See the Frogmorton House and the Dwarven Foreman for examples.)
Advancement of Service NPCs

For NPCs that provide services based on class abilities, I am adopting the following rule: The NPC will gain 1xp for each gold piece they earn in pursuit of their activities, not including materials cost. This XP gain will only apply to activities specifically predicated on their class's distinct abilities or roles (i.e. casting spells, scribing scrolls, and performing research, performing prayers or religious services, etc.)

This will allow the PCs to expend money on services and allow the services to expand over time without requiring NPC service providers to adventure to keep pace. I am extending this rule to PC service providers as well. Since PCs must devote game-time to any service activity (researching other PC's magic items, scribing scrolls, etc.) and it keeps them from adventuring, they may benefit from 1xp per 1gp received for the service.

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Re: How This Works: House Rules and Clarifications

#23 Post by Marullus »

Encumberance Rules

The optional encumbrance rules will be used as listed in Lab Lord. This means...
  • Coins are heavy. Coins of any denomination weigh about 1/10 pound, or ten coins to a pound. i.e. 100gp weighs 10 lbs. (page 14)
  • Rations weigh one pound per day, either fresh or preserved. (Rules for foraging for food are on page 46.) Waterskins (when full) weigh four pounds (about 1/2 gallon) and supply one day. Travelling out of doors, it is assumed that camp is made at a water source and will be mentioned if otherwise. Underground, water supply must be considered. (page 16)
  • The maximum any character can carry is 160 pounds with reduction in movement speed by 1/4 each at 40, 60, and 80 lbs. (page 44)
  • Armor and weapons are worn, but all other gear must be appropriately packed. A backpack can holds 40 pounds. A large sack holds 60 pounds. A small sack holds 20 pounds. A saddle bag holds 30 pounds. (pages 16, 18)
  • Ponies and mules can carry up to 200 pounds at full speed and up to 400 pounds at half-speed. (Horses can be targeted and killed by enemies. They also face random encounters just as PCs would if left alone while PCs go delving.)(page 16)
  • Carts with one horse carry 400 pounds (800 at half-speed). Carts pulled by two horses can carry 600 pounds (1200 at half speed). Carts can only travel on a road, and may not be used cross-country. (page 17) Wagons are similar, with larger loads, but cost more than starting gold so must be acquired in game. (page 18)
  • Makeshift sledges / dragging: PCs or mounts may drag double their normal encumbrance with a makeshift conveyance at 1/4 speed. (320lbs for characters, 800lbs for ponies or mules, etc.) This is the same amount allowed by a cart, but half as fast.
Players are responsible for tracking weight and recording it on their character sheet, including making sure that all normal gear is appropriately carried when setting out from town. These rules will usually be called into play when it is time to pack the treasure for a return trip, when something happens to change the party's status (i.e. incapacitation of a mount), etc. Groups will move at the speed of their slowest member; any character carrying more than 40lbs should note this in their initial post for an expedition.

Edited:
The information on different mount types in the back of the book (p. 82) gives some different and anomalous speeds and carrying capacities. We'll use the following values for balance purposes.

Donkey (8gp) - 120' with 50lbs, 60' with 100lbs
Mule (30gp) - 120' with 200lbs, 60' with 400lbs
Pony (30gp) - 120' with 200lbs, 60' with 400lbs
Horse, Draft (40gp) - 90' with 450lbs, 45' with 900lbs
Horse, Riding (75gp) - 180' with 250lbs, 90' with 500lbs
Horse, War (125gp) - 120' with 400lbs, 60' with 800lbs

When pulling carts or wagons, allowable loads increase and Carts and wagons also count as a container for the entire amount of their carried-weight, while the load on a mount without a cart or wagon must be contained in sacks, saddle bags, chests, barrels, etc. (i.e. outfit your draft horse with extra sacks and rope.) Carts may be pulled by up to one horse or two ponies/mules. Wagons can be pulled by 1, 2, or 4 horses or 1, 2, 4, 6, or 8 ponies/mules. Cart and wagon allowed loads are determined by the animals pulling them, but with a 50% bonus in load. Carts and wagons used off-road have a max of half-speed and also have a 1 in 6 chance of breaking per day (and becoming a sledge which has a max of quarter-speed).

Examples:
  • A draft horse can carry a base amount at full speed (450). Carry twice that at half-speed (900). The same amount at full-speed, with a cart and on roads (900). Twice that at half-speed, with a cart and on roads (1800). The same amount at 1/4 speed with a sledge (no wheels), or with a cart but no roads (1800).
  • A pony or mule can carry a base amount at full speed (200). Carry twice that at half-speed (400). The same amount at full-speed, with a cart and on roads (400). Twice that at half-speed, with a cart and on roads (800). The same amount at 1/4 speed with a sledge (no wheels), or with a cart but no roads (800).


Halflings and Dwarves can ride ponies. Elves and humans need to ride horses.

All mounts flee in the presence of combat except for war horses or those with the "battle familiarity" training paid for.

Mounts and Tack

All mounts are considered to come with basic tack (bit, bridle, hobbling strap, saddle blanket, a few rope tie-downs).

A horse (for humans) or pony (for dwarves and halflings) can be ridden with basic tack. If the horse spooks and flees while mounted, it requires a STR check with a +4 penalty to not be thrown; being thrown incurs 1d6 falling damage.

All mounts can be loaded with gear appropriately with basic tack. All items must be stowed in a container (saddle bags or sacks) and are harnessed on the mount with rope.

A riding saddle allows this check to be made with a -4 bonus instead. It also allows "forced march" rules and "Charge" rules to be used, as you're stable enough to encourage the horse at a faster pace.

A pack saddle creates a stable platform and weight distribution for a mount. It counts as its own container for any amount of goods up to the animal's carry limit. Due to proper packing, it also allows a 20% increase in the carrying capacity of the mount. It prohibits any riding of the mount while it is worn but also allows the "forced march" rules to be used.

Entering dungeons:
Horses are large - they cannot fit inside a normal tunnel or hallway. If led into a tunnel, they need a morale check not to balk. If it narrows, they balk automatically. They need to be led forward to room to enable them to turn. Only warhorses are trained for backwards walking.

Ponies and Mules are smaller - they can fit inside a normal tunnel. Some tunnels will be narrow, which invokes the same rules as horses. Ponies will typically shy-away from unsure footing situations, requiring a morale check (morale 6). Mules are more stolid (morale 8) and are more confident and willing to traverse dungeon terrain, getting a +1 bonus to their morale for those situations (i.e. morale 9), but mules are stubborn and never consent to be ridden.

Donkeys are small - they can fit most anywhere but carry correspondingly less. They are not as brave as mules (morale 7) but are just as comfortable with poor terrain, getting the same +1 bonus (morale 8).

Morale checks for mounts are modified by the Reaction Adjustment of the hiring PC.

If an animal balks, you have three normal choices: tie it and follow the "leaving mounts" rules below, backtrack to a different route, or wait an hour to calm it down and try again with another roll.

Leaving mounts:
Mounts normally can be hobbled or tied and left with sufficient fodder at the entrance. In this situation, they are subject to encounter checks, which will be resolved based on how they are protected. They can be protected by a PC, left behind for this purpose, or by an NPC. An NPC can either be a full retainer (getting at least a half-share of the loot and willing to either adventure forward or stand guard, as directed) or a hireling for the purposes of tending the mounts. A hireling (p. 48) can either be a 0-level commoner for 1gp/week (a squire or farmboy) a 1st-level light infantry for 3gp/week or heavy infantry for 4gp/week (mercenaries, former guardsmen, etc). These hirelings only tend to and protect the mounts and will not engage in encounters as retainers would. They have a base morale of 6, modified by the Reaction Adjustment of the hiring PC.

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Re: How This Works: House Rules and Clarifications

#24 Post by Marullus »

Clarifying Languages

Alignment Languages
All alignments have alignment languages. In addition to the common tongue and other languages known, as indicated by
class, adherents of a particular alignment share an alignment language that only they understand.
In a world where Deities interact close to the earth, the powers of Law and Chaos have heavy influence on the way creatures think, act, and communicate. We will have three Alignment Languages rather than nine: Lawful, Neutral, and Chaotic. These are not spoken languages (which could be taught and learned), but instead represent an intuitive understanding and non-verbal communication cues. Effectively, any character has an ability to understand the communicated intent and simple concepts of other creatures which think and act in the same way they do. If you are of a different alignment, your cognitive framework just doesn't "get it" in the same way.

This communication is regardless of their normal moral actions in terms of good and evil: Lawful Good characters, for example, can understand and be understood in their intent by Lawful Good, Lawful Neutral, or Lawful Evil beings, as they can all relate based on their framework of lawful action, no matter their moral intent.

As characters venture into the wild and untamed world, they have a broad ability to communicate basic concepts with creatures they find in this way, should those creatures be pre-disposed to communicate.

Starting Languages:
In general, any races or monsters capable of language have their own language. Most monsters have at least a 20% probability of speaking their own language and the common tongue.
House Rule:
  • Humans and Halflings may all choose one language in addition to common that they can speak.
Normal Rules:
  • Dwarves speak their alignment, common, dwarvish, goblin, gnome, and kobold.
  • Elves speak their alignment, common, elvish, gnoll, hobgoblin, and orc.
  • All characters can choose additional languages based on their intelligence score: one language for 13-15, two lanugages for 16-17, and three languages for 18.
The Common Tongue:
When we refer to the common tongue, we are assuming this is a language common to all humans. However, the Labyrinth Lord may rule that different humans have different languages, in which case a particular human language must be chosen rather than a common tongue.
"Common" refers to the human language from the Southern Kingdoms which also serves as the trade language of the realm. It comes north with the characters into the new, unexplored territory.

There are other Human languages which will be uncovered in play; these are predominantly dead languages - the "common" tongues of long forgotten empires without relation to the current Southern Kingdoms. They will be named as discovered and translated. No PCs begin with these yet-to-be discovered languages.

Learning Languages
If you have the opportunity to spend time in immersion, it is possible to learn a language. After at least one full month of dedicated study, a character may attempt an Intelligence check with a difficulty set by the DM based on the conditions involved. Only one check is permitted for each full-month of immersion/study.

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Re: How This Works: House Rules and Clarifications

#25 Post by Marullus »

Social Encounters
There are a lot of ways to resolve conflict besides combat; LL Basic rules leave a lot of latitude for creative action and I take player choices and actions heavily into account. When it comes to, "does it convince them?" questions, I want the answer to be Charisma-based and not GM fiat.

There are three social rules in LL Basic.
  • Roll disposition. This gives you a rough roleplay hint on a scale from "friendly" to "attacks." Charisma gives a +1 or -1 to this, which isn't much (each level is 3 points wide).
  • Attribute check. Roll against the Charisma score. These are generally a 1d20 with +4 to -4 in penalties, but can also be considered on an Xd6 basis.
  • Accept/Reject a Retainer offer. Pretty specific circumstances. (See Retainers v. Hirelings section for more.)
I am combining these, and I am satisfied enough with the results to discuss it.
  • When you have an encounter, I roll disposition. I modify by Charisma (+1/-1) and take into account player actions. You should be able to interpret if they are friendly, indifferent, dubious/suspicious, etc. from context clues.
  • When you are trying to act upon them socially (intimidating, convincing, info gathering, etc), I set the dice of the Charisma check according to the disposition. Friendly is 2d6, indifferent is 3d6, dubious is 4d6, etc., and your goal is to roll under your Charisma score.
  • In order to do a Retainer Offer, they need to be at a Friendly disposition and you need to be able to communicate well enough for the offer to be understood. This then works as described in the book.
  • Because someone with a low Charisma and a -1 modifier can never get a Friendly/Helpful result on a natural reaction roll, I set base disposition for townfolk. The mercenary camp effectively always count as Friendly, allowing retainer checks. Normal townfolk are generally Indifferent (base roll of 3d6 for negotiating things). (Player actions can still change this.)
  • Also note that the Charm Person description effectively moves the person's reaction to Friendly, plus more specific things.
  • Importance of Charisma: this makes a clear relationship for the stat. Someone with Charisma 12 or above can successfully deal with Friendly people, making reasonable requests without fear of failure. Low Charisma people can piss off even the friendliest person. It also is clear that you can try to socially address a hostile enemy, but that the odds are stacked against you.
The first test is whether it makes sense. Considering the creature's nature, I decide Yes, No, or Maybe. If it is a Yes or No, that stands. All Maybes are subject to a die roll. Negotiating normal sales with merchants (inherent to their nature) is a Say Yes moment. I require no rolls for that. Talking him out of his normal profit margins is a Maybe and so requires a roll. The greedy nature of a goblin makes any appeal to their better natures or altruism a No. If there's an angle in it that benefits them, though, it can be a Maybe.


In-Game Examples:
  • Carchannoi charmed a goblin, moving him to a Friendly disposition towards the party; he is being helpful and answering questions from all members of the group according to their Charisma. Markd hid his face so as to not spoil this situation, as his mystical curse makes a positive Charisma check almost impossible.
  • Clay roleplayed a social action to win over a captive goblin; the reaction role came up Friendly/Helpful. When Clay then tried to secure the goblin's help, this acted as a Retainer Offer, recruiting him for the expedition, and was successful. The goblin is aiding them within the bounds of his goblin nature. At the end of the expedition, a Retainer check (modified by circumstances) will determine what happens next.
  • Clay took action to convince some dubious birds (having invested in the language, "Bird") to help him as scouts. By bribing them with direct food reward and succeeding on a 4d6 Charisma check, they helped him for a scene.
  • Clay tried to repeat this trick with a young owl. This time he rolled a Friendly disposition. He was therefore allowed to try a Retainer check and succeeded. The owl is of better nature and alignment for the association and will remains as an animal familiar operating under normal Retainer rules.
  • Blackjack and Earc encountered fairies, who were dubious. By their actions, they succeeded in improving disposition to Indifferent, then succeeded on information gathering social checks to learn more about the forest. They tried to recruit the fairies into the party but, as they were not friendly, couldn't attempt a Retainer check.
  • Hostile kobolds and their pet Ogre attacked an Expedition. Irving stepped forward and demanded the Kobolds step back and allow single combat against the ogre. He succeeded in a 5d6 Charisma check - the Kobolds were intimidated enough to fall back and let the ogre deal with him. When the ogre dropped, the kobolds lost their morale and fled.

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Marullus
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Re: How This Works: House Rules and Clarifications

#26 Post by Marullus »

Non-Class Skills

Non-Class Skills are skilled abilities honed and offered by those who don't take up the dangers of adventuring. PCs can also learn and undertake these trades, achieving success as amateur s and hobbyists compared to the professionals. A NPC typically works faster (at the speed of plot, as decided by the GM) and do not need to test for success against normal uses. With a test, however, they can achieve exceptional success for things beyond the capability of others (rare materials, harnessing latent characteristics of a material, etc).

PCs:
Characters can choose to start with some exposure to other fields of work, whether from family business, previous occupation, or hobby. If a character chooses to skip this for more training in their class, they can take 1,000 bonus XP.

Characters can learn new skills by finding teachers in game. They need to achieve Friendly status with the practitioner and then accept their terms of apprenticeship (which vary). After a month of full-time work they can attempt an INT check to acquire the skill.

Skills can be used in related situations by rolling an appropriate skill check. This has narrative flexibility. Examples: Jewelers can assess gem value, Masons can study stonework, huntsmen can track or set snares.

If your skill produces goods, you can manufacture them at half cost with a skill check (modified for complexity) and time (specified per skill).

Starting Picks:
  • Humans pick two.
  • Halflings get Baker/Cook and then one choice.
  • Elves get Huntsman, Gardener, and one choice.
  • Dwarves get Blacksmith, Mason, and one choice.
Professions available:
Animal Trainer
Huntsman/Tracker
Armorer/Weaponsmith
Lapidary/Jeweler/Tinker
Baker/Cook
Blacksmith/Ferrier
Mapmaker/Bookbinder
Mason/Stoneworker
Bowyer/Fletcher
Brewer
Potter
Butcher/Tanner
Carpenter/Cooper
Seafarer
Herbalist
Chandler/Alchemist
Shipwright
Tailor
Whitesmith
Farmer/Gardner
Thatcher/Roofer
Fisher
Woodcutter
Furrier/Taxidermy
Vintner
Glassblower
Musician
Carney
Acrobat
Officer/Soldier
Merchant/Trader
Apiarist/Mead-maker
Scholar/Historian
Seneschal/Steward


Details per skill will be on this thread:
Non-Class Skills

Players that want a profession which doesn't nest under the list above can propose it to the GM.

Earning Income:
If a profession is viable in the current time/location and the character has access to proper tools, they can try to earn a living. For each month a character works their trade, they'll earn an amount of coin specified for that profession. If they are working for an established NPC, they earn 1x, if they're competing with an established NPC at the location they earn 0.5x, and if they're operating as the only practitioner for the location they earn 2x.

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