Savage Tide 2011
GM Oath: “I promise to run a game that I would want to play in, and to only make rules and rulings that I would be willing to go by as a player. I promise not to fudge die rolls, or go easy or go hard on you for any reason. The results you get are the results you earned. I promise not to use any rule or system that is not known or accessible to players beforehand. Everything will have a reason, a story, not random, and it is a reason that can be discovered by the players. Feel free to be alarmed or curious by unusual monster placement. Every trap will be suggested in the description. No secret door will lie in an entirely unremarkable blank wall.”
To get started, see the character creation notes.
- Generally, skill checks will go by a single roll for the party, usually by the person with the highest modifier.
- -2 circumstance mod. for Swim skill unless completely free of encumbrance
- Barbarians have “Illiterate” class feature
- Roll a 1 during combat and you are considered flat-footed until your next turn
- When you go to 0 or lower you take a wound – roll 1d6 and 1d12, separately.
- Appraise skill works per Beta rules
- Summoning can not bring forth more than one of any one kind of creature unless expressly stated in the spell description, i.e. you cannot summon two wolves in successive rounds by casting successive summon spells. You can not summon creatures of a subtype with an opposing alignment, i.e. a good character cannot summon an evil subtype creature, and only specific elemental spells can summon elemental creatures.
- There is a treasure horde system for wealth distribution
- Wizards cannot learn new spells to add to their spell book from scrolls. Scrolls are magic spells cast on parchment with arcane triggers rather than being spells written to be prepared. Different ball of wax entirely. They can be used to lessen spell research for the same or related spell by half.
- Any light spell must be cast on an object with a value of 1 gp or more. Spell consumes 1 hp (does 1 hp worth of damage) of object per spell or per day, whichever is more. Crystals and jems are immune to damage.
- After 8 hours of any kind of activity, most especially travel of any sort, characters are prone to fatigue and must proceed according to the forced march rules if they engage in any further activity besides full rest (i.e., sleeping) until they have had a complete rest period. Any interruption to sleep, such as being awakened by an attack on the camp, will cause characters to become exhausted.