Shadows of the Northern Wood

Landing page for the Against the Darkmaster campaign.

Official 1.5 errata: link to Google Docs

The two main house rules are related to character generation and initiative.

I have color coded each section so you can easily determine if there will be a change or not:
 * green means done (the final decision has been made, the rule is ready to run)
 * yellow means soon (the core rule will change, but not all details are finalized yet)
 * red means input wanted (you are actively encouraged to speak your mind before the GM decides)

Of course, the ideal is for all sections to be green.

Character Creation
Rule Established


 * Character creation, neither Random Stat Roll nor Point Buy (page 16)

To summarize my intended chargen rule: you randomly roll to decide what stat array to use, and then get to choose where to start applying your given stat array.

Here is space for you players to remember details about your heroes:


 * Heroes
 * Fallen Heroes (Rest In Peace)

Initiative
Written rule will change; details to be determined


 * Initiative, replaces the Tactical Round Sequence (page 182)

The basic idea is that you take two stats (=their bonuses) and divide by 5. To this you roll 1d10 to determine your initiative.

Combat Modifiers
In the core rules, Positional Bonuses (page 184) result in you being treated as having a weapon one step longer than normal. Also in the core rules, a relatively minor element (having a slightly longer blade than someone else) gives a rather large "initiative bonus" (=always attacking first, except when the Conflicting Actions rule result in you not attacking first after all)

In the default Initiative proposal, this is simply dropped. (I have listed weapon length initiative modifiers I'm open to using, if y'all really think they add to the game.)

Note that some cases give bonuses to attacks, or restrict defense, in vs Darkness. I have tried to not double up on these by also including initiative modifiers for these cases.

For a related subject: See Flanking and On Rear below.

Health and Healing
I will assume no objections to more generous Healing rules...

I have summarized the rules in a hopefully less disorganized manner.


 * Health and Healing

These rules also incorporate a number of small tweaks for playability reasons.

Other
I'm sure there will be a couple of minor tweaks as well...

Dabblers
Rule Established

Generally it is better to be great at something than good at everything.

I'm considering giving the Dabbler class +1 Drive point (per session). Call it a hunch that the class deserves it...

Doomed Condition
Not Decided

A player whose character is about to die can choose to have him or her “Doomed”. This wondrously allows the character to act without penalties (existing injuries remain but somehow does not disadvantage the character; the character can still die from new wounds) for one last act. Their injuries are no longer healable by any means and the character will die after the next climactic act. The character is fully aware their time has come - the remaining question is: how heroic and noble will your death be? At low level, perhaps the doomed character can sacrifice themselves in place of an innocent villager. At high level, the character’s sacrifice could save an entire nation, and they could take a Wraith or even a Dragon with them in death!

After the character is dead, the normal Pass the Torch rules apply.

It is always voluntary to use this option; a player can always choose to have their character simply die, perhaps to focus on creating his or her replacement!

Drive points
Rule Established

If you gain +1 Drive point, perhaps because you chose to randomly generate your Kin and Culture (page 46) or because you want to play a Dabbler (see below) I give out these extra point every session.

(The rulebook only hands out a single bonus point once, but that's a minuscule benefit)

Elves
No Change

No rule change, just a friendly reminder: If you choose any Elf Kin, you need to choose Bearing as one of your highest stats (if not the highest stat).

Encumbrance and Initiative
Rule Established

Reduced movement is almost unplayable in my opinion, so I will likely have Encumbrance (page 138) give penalties to Initiative instead of Move Rate. The idea is that carrying a lot during an adventure should be a nuisance, not a severe penalty that effectively says "Never fight while encumbered".

See the Initiative page for details.

Please note:


 * 1) Travel speed is still impacted, but speed during action sequences (=combat) is not.
 * 2) Encumbrance represents wear and strain from carrying a heavy load throughout the day. Just because you drop your baggage when a fight breaks out doesn't mean your fatigue disappears. Expect to have to take an hour's rest in order for your Encumbrance level to drop.

Experience points
Not Decided

Please do read through the rulebook's suggested XP system (page 106).

When you do, keep in mind that I am open to the simple alternative "everybody levels up when the GM tells us to; everybody is always the same level".

As a historical footnote, RoleMaster (and MERP) were notorious for their XP systems. Basically, you only ever leveled up because of two things: traveling long distances, and suffering grievous critical hits (without dying). Not giving them, but taking them! 🙂

Flanking and On Rear
The game rules, and the nature of simplifying combat into taking turns, could be read to encourage silly behavior where characters always reposition themselves to the rear of foes, without said foes being able to turn towards their attackers.

This stops right here. Assume that characters always twist and turn in order to avoid taking extra damage. You can't claim Flanking or On Rear bonuses just by using your movement to move around a foe.

In practical terms:

Flanking: You gain the Flanking condition only if you have an actively fighting ally on the opposite side of the foe you are attacking.

If you flank a foe, you gain +15 to attacks. If you are flanked, a shield can't protect against both attackers.

On Rear: In order to gain the On Rear condition, the easiest condition is that you have sneaked up on the foe from behind. The two most common prerequisites are a) the foe didn't notice you sneaking up behind them because you came from behind, or b) the enemy is so distracted by other fighting it didn't focus on you sneaking up behind them.

If a character realizes he has foes both in front of and behind him, he can choose to instead be flanked by both of them (assuming he aren't able or willing to move away).

Sometimes On Rear is unattainable, such as when a character has placed himself in a corner, or when you cannot get behind the enemy line.

If you are On Rear of a foe, you gain +30 to attacks. Shields cannot protect against attacks from On Rear.

Group Stealth
If a party attempts to sneak past a guardian, or hide in ambush, this is handled as a group Stealth roll:


 * The least stealthy character makes a Stealth check, applying a -10 penalty for each other character involved (so no penalty if you are alone; -40 if four other people join you).
 * The other characters all Help the lead character. Each successful helping character effectively negates the -10 from their participation. Remember that you might be able to Help using a different skill than Stealth if you come up with a compelling and creative description of your actions.
 * The Stealth check is often resolved as a Conflicting Action. A "grouped" Stealth check would be opposed by a group Perception check. (That is, the lead character's Stealth is opposed by the lead guard's Perception; everybody else helping)
 * The Stealth check is normally Standard (+0) Difficulty but can be easier or harder. For instance, outdoors at a distance (+20) is much easier than indoors close by (-20). The sentries can be sleepy or intoxicated (+20), or stormy weather making noise (+20), makes the Stealth Roll easier.

If the group's Stealth fails, everybody in that group is detected. If you want to sneak and hide independently, so you aren't discovered just because the others are, simply ask to make your own individual Stealth check.

If you're concerned about your character's poor Stealth, and wish to stay so far behind that no Stealth Roll - or Help Roll - is required of you, you must generally stay 60 meters or more (two full rounds of sprinting for the average character) away from the action, and remain out of sight. Obviously circumstances could dictate a longer or shorter distance.

Quickened Instantaneous Spells
Rule Established I think everybody agrees this sidebar (page 129) makes sense. One thing to discuss - the sidebar says:


 * Note that casting the Spell still costs a Half Action, so characters can make use of this option only if they haven’t already used all their actions in that round.

The only way you can both function as a Wizard (casting spells) AND still cast Slow Fall when needed, is to take both a full action and a half action the same round. So:

A) the rule "A character can never cast more than one Spell in a round," needs an exception, so that the character can still cast Slow Fall even if she just cast a spell in that round.

B) The caster needs to be allowed to act in every round with the -20 penalty for taking both a full and a half action in the same round. The half action is not actually taken, it's just there to be used when and if the need to cast your Slow Fall as an "interrupt", and wasted if you never do that.

In summary, I propose we allow a caster to voluntarily take a -20 penalty to their spellcasting in any round they want to retain the ability to cast, say Slow Fall as an "interrupt" when somebody pushes them off a cliff, even though they just cast a regular spell in that round.

This -20 represents taking a half action, but you don't use it, you save it. Either you're pushed off the cliff, and the half action is there for you to cast your Quickened Instantaneous Spell with. Or you're not, and the round ends with you not having used the half action and it's wasted.

Spellcasting Requirements
Not Decided

The game rules requires you to be able to clearly speak (p129).

I suggest we add a requirement to have one hand and arm available to make gestures. Exception: instantaneous spells; marked with an asterisk(*). The hand doesn't have to be "free" - it can hold a wand or a shield, for instance.

Why? Because then I, the GM, don't feel compelled to have my villains cause lasting harm if they capture your hero Wizard. If I can simply tie up the spellcaster, I don't have to cut out their tongue or kill them. This allows the spellcaster to live to see another day, and possibly escape captivity down the line!

Instantaneous spells, spells marked with an asterisk(*), still require only you to be able to clearly speak.