croiduire:game_mechanics:assorted_bits_and_bobs
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
croiduire:game_mechanics:assorted_bits_and_bobs [2015/01/22 16:31] – Croi Duire | croiduire:game_mechanics:assorted_bits_and_bobs [2015/06/07 21:28] (current) – Croi Duire | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== Assorted Bits and Bobs ====== | ||
+ | ===== Croi's Rule of Equal Risk ===== | ||
+ | To balance play between classes, all active rolls--not just skill and combat--are subject to a chance of critical failure and critical success. Casters will roll an additional d20 before casting a spell; a 1 is critical failure, a 20 is critical success. A critical failure usually results in simple spell failure, with a loss of components in the case of powders or liquids or if the component is very fragile, a critical success might significantly increase spell duration, intensity, or range, but all successes and failures will be adjudicated on a case-by-case basis. It is not necessary to roll for cantrips and orisons. | ||
+ | ===== Apothecary (Alchemical) Weights ===== | ||
+ | ^ Pound ^ Ounce ^ Drachm | ||
+ | | 1 | 12 | 96 | 288 | 5760 | | ||
+ | | | 1 | 8 | 24 | 480 | | ||
+ | | | | 1 | 3 | 60 | | ||
+ | | | | | 1 | 20 | | ||
+ | |||
+ | ===== Primary Terrains ===== | ||
+ | The **Survival** nonweapon proficiency must be applied to a specific environment. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain. | ||
+ | |||
+ | A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, | ||
+ | |||
+ | The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom! | ||
+ | |||
+ | Here are the environments available. Note that these are broader definitions than the Complete Ranger' | ||
+ | * Aquatic. This terrain type includes all areas consisting primarily of water, such as lakes, oceans, rivers, islands and coastal regions. | ||
+ | |||
+ | * Arctic. This includes any region covered with ice and snow where winter temperatures rarely rise above zero degrees. The South Pole is good example of arctic terrain. | ||
+ | |||
+ | * Desert. This includes any barren, flat areas covered with sand or hard-packed earth. Desert climates are frequently extremely dry and hot, with summer daytime temperatures commonly in excess of 100 degrees, followed by much colder nights, but there are cold deserts too (the Gobi, the Great Basin) where the main form of precipitation is snow or fog. Vegetation is sparse, with special adaptations. Much of a desert may be unsettled or unexplored. | ||
+ | |||
+ | * Forest. This category comprises any woodland areas in temperate, subarctic and subtropical climates. Forests abound with a variety of animal species, and vegetation flourishes. | ||
+ | |||
+ | * Mountain/ | ||
+ | |||
+ | * Jungle/ | ||
+ | |||
+ | * Plains. These are flat areas with stretches of low rolling land, including pastures, meadows, fields, and farmlands. Grazing animals are common here. Such regions are usually covered with grasses or scrub vegetation and are usually temperate in climate. | ||
+ | |||
+ | The **Foraging, Fishing,** and **Hunting** nonweapon proficiencies are also environment specific.\\ | ||
+ | ==== Foraging ==== | ||
+ | Although any character can try to locate a small amount of a desired material, such as food, a branch suitable crafting into a club or bow, enough kindling to start a fire, a medicinal herb, or a component required for a spell, the chances of success without **Foraging** proficiency are negatively modified, sometimes heavily so. However, in the environment they are familiar with, the proficient characters' | ||
+ | Available terrains are: | ||
+ | * Coastal | ||
+ | * Terrestrial Aquatic (Lake and Streamside only) | ||
+ | * Desert | ||
+ | * Forest | ||
+ | * Mountain/ | ||
+ | * Jungle/ | ||
+ | * Plains | ||
+ | |||
+ | ==== Fishing ==== | ||
+ | The player can select: | ||
+ | * Terrestrial--Rivers and Brooks (Moving Fresh Water) | ||
+ | * Terrestrial--Lakes and Ponds (Still Fresh Water) | ||
+ | * Coastal--Beaches and Tide Pools | ||
+ | * Oceanic--The Open Ocean | ||
+ | Access to these environments may be restricted depending on character history. Full utilisation may be equipment dependent. | ||
+ | |||
+ | ==== Hunting ==== | ||
+ | Hunting terrains include knowledge of lakes and streams that are used as water sources by the target animal. | ||
+ | * Desert | ||
+ | * Forest | ||
+ | * Mountain/ | ||
+ | * Jungle/ | ||
+ | * Plains | ||
+ | |||
+ |