A Brief Rules Interlude From Ye Olde GM
We've played a handful of sessions now, and a very few rules clarifications and additions have come up.
First, I'll note the changes to the rules we're using here, in this post.
Second, I am creating a Rules page, that will have most of the information in our existing rules post, plus these additions.
So, if you're reading this after the blog has run for a while, just know that before this post existed, there was no 'Rules' page.
The 'New' Rules:
- Healing of serious injury. Cleric healing spells are able to heal serious injury, within 'reasonable' limits, for each Hit Die of healing they would roll. So, a 1HD Lesser Healing could either heal 1 broken leg, burned leg, paralyzed leg, etc, OR do 1HD of healing. Ergo, a healer would need to expend multiple spells to heal multiple serious injuries. This does not heal things that aren't there... If you lost a leg, you would require a spell of regeneration, or some altogether darker magic.
- Knights, and Knights only, can wear Plate armor at one slot less than anyone else. This is to acknowledge the historical element that knights and squires literally grew up wearing suits of armor and training in them, and were often renowned for their agility. Also, armor for knights was 100% bespoke made, fitting their body proportions exactly. The end result, out Dolmenwood Knights will be a bit quicker, and more apt to deal with encumbrance.

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