The Southern Marches
Oh wow. You clicked this link? Really? You’re reading the mechanics? Wow. Ummm… didn’t think you’d do that. You got me there.
But since you’re here, and this stuff technically isn’t secret, let me fill you in on some things. None of this stuff is necessary to know, so if you’re bored with mechanics go ahead and stop now.
- Mortal wounds – We’re adding a safety net between dying and dead. If you would normally die, from anything, even a save or die, you become mortally wounded instead. Mortally wounded characters can recover with help, or… might die even with the help. It depends on how fast you get to them and a heal check with no limit to how high the DC can go. Permanent damage can occur, even in the case of recovery.
- Magic items are extremely rare, and so aren’t available for sale in most places. When they are available, often only a few, and generally not the ones you need. Also the prices will be extraordinarily high. Plus side, if you do sell one, you’ll get a lot for it.
- To encourage “appropriate” adventuring mindset, characters will receive additional XP based on the amount of loot they receive. Loot is only counted when converted into cash. Loot can’t be counted for XP if it has been used by any PC. (If you find a magic dodad and immediately sell it, you get XP. If you keep it around, you get the magic item).
- Characters will also receive some XP every time they invest money into building strongholds and civil investment in their lands.
- Players will receive karma every time their characters waste money. Karma can be spent as XP on future characters.
- We’ll be using a custom XP chart. Here’s the start of it.
- everyone starts at level 1
- Its intended that minions and henchmen be available to all PC’s. Therefore instead of the Leadership feat, I will be allowing anyone to recruit cohorts and followers and other minions. and pay them in silver.