Answers to Necropraxis’s 20 questions about the rules of my upcoming Castle Xyntillan campaign. I’ll be using a kit-bash of rules mostly from OD&D and B/X (largely via Swords & Wizardry and Old-School Essentials) which I’ve dubbed “Hackbut”.
- Ability scores generation method?
3d6 down the line, swap two
- How are death and dying handled?
Save vs death at 0 hp, success means you are unconscious and at 1 hp, failure means you’re dead.
- What about raising the dead?
The raise dead spell is in play, and handled as per old-school essentials (OSE). It’s a 5th level cleric spell, which means you would need to find a cleric of sufficiently high level to cast it (7th level) which is unlikely anywhere in the immediate area of the campaign. However, the dungeon also contains a very small number of items that can raise someone from the dead…
- How are replacement PCs handled?
It’s recommended to bring a few retainers — these can easily be promoted into a class by assigning 250 gp worth of treasure to them if they are 1HD. 0-level “normal humans” (non-combatants) require an additional 125 gp. Any other replacement PC can be rolled up and can join the party at the earliest possible moment.
- Initiative: individual, group, or something else?
Individually rolled each round, winning initiative means you act before the opposition, losing means you act after.
- Are there critical hits and fumbles? How do they work?
Crits do max dmg. Fumbles give the opposition a free attack or might cause some other mishap which requires an action to recover from.
- Do I get any benefits for wearing a helmet?
Helmets are assumed to be part of any armour worn. No specific benefits.
- Can I hurt my friends if I fire into melee or do something similarly silly?
Yes, target hit when firing into melee is determined randomly, odds possibly adjusted for relative size.
- Will we need to run from some encounters, or will we be able to kill everything?
Running will more than occasionally be a wise decision.
- Level-draining monsters: yes or no?
No. Undead drain attributes. Hitting 0 in an attribute means you’re lost and become undead yourself.
- Are there going to be cases where a failed save results in PC death?
Yes. Save-or-die is on the table.
- How strictly are encumbrance & resources tracked?
Pretty strictly, but abstracted into a slot-based system.
- 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?
No requirements other than returning to a safe haven and spending roughly a week of downtime there. Spells are acquired automatically at level-up.
- What do I get experience for?
XP is gained by recovering treasure, and by spending treasure frivolously.
- How are traps located? Description, dice rolling, or some combination?
Primary means of locating traps and other secrets is through description. Dice rolls are used when outcomes are uncertain or when a player insists they want to expedite things and handle them abstractly.
- Are retainers encouraged and how does morale work?
Retainers are encouraged and probably necessary to be successful, given the somewhat limited carrying capacity of characters. Each retainer has a morale rating which is rolled against when things get dicy. Failure means the retainer would very much like to terminate the expedition. Morale only ever goes down. (For more details see the rules in Castle Xyntillan.)
- How do I identify magic items?
The primary means is to empirically test the item yourself, or convince some hapless retainer to do it for you. NPCs in town are able to identify potions and items for a fee.
- Can I buy magic items? Oh, come on: how about just potions?
Some magic items and potions are for sale in town.
- Can I create magic items? When and how?
Yes, you can. It will cost a significant amount of time and money, and might require specific ingredients or components for which a quest is needed.
- What about splitting the party?
Good luck, have fun.