Skill Resolution, Sorcerors, Surprise, Experience
We are winding up towards the next printing! This should be the last rules update before uploading the new PDFs to Lulu.com and making the 2004 print version of Gods & Monsters available for purchase.
Multiple Attempts
Multiple attempts at skill resolution bring penalties, but if the task in question is archetype-related these penalties are reset to zero each time the character reaches a new level.
For example, thieves have always had their penalties for trying to, say break into the same lock, disappear when the thief reaches a new level. The same now applies to warriors trying to break down a door, or sorcerors trying to decipher a magical script.
Magic Specialization
The rules on memorization costs for the Magic Specialization specialty reflected older sorceror rules.
When casting spells within their specialty, sorcerors cast the spell as if they were two levels higher. For classical sorcerors, the spell’s effects are all as if the caster had chosen a level two levels higher than they paid mental fatigue for, up to two levels higher than the sorceror’s level.
The specialist may impress or learn spells outside of their specialty only at a memorization slot cost of one greater than the spell’s normal memorization cost.
Classical sorcerors learning spells
One week, especially given the low saving roll required, was too long to learn first level spells. A classical sorceror would take forever to learn even a few new spells. So now it takes spell level days to learn one spell. At the end of the study time, a Learning roll is required to successfully learn the spell, at a penalty of the spell’s level. This means that a first level spell could be learned in one day, although for a low-level caster it will take longer on average.
Classical sorcerors may still attempt to cast spells that they have studied but failed to learn; on a failure, however, they lose half the mental fatigue that they would have lost if the spell were cast successfully.
Warriors throw off surprise more easily
Warriors may also use their combat bonus to throw off surprise: one point of combat bonus buys a bonus of one on the Willpower or (more likely) Fortitude roll to throw off surprise. This means that a fifth level warrior need not be surprised for more than two rounds, and an eighth level warrior by more than one round.
Adjusted competitive experience
The suggested competitive experience awards for defeating enemies has been modified upwards. If the creature has a special ability, this increases the experience point award by level times a hundred instead of just 10%. I think this will more accurately reflect the danger of creatures with poison and similar special abilities.
- Gods & Monsters Rules
- All rules on creating characters and playing the game. This is what you’ll be using most as both player and adventure guide.
- Arcane Lore
- Lists of spells, skills, psychic powers, and specialties.
- The Adventure Guide’s Handbook
- Weave fantasy stories around characters that you and your friends create. As a Gods & Monsters Adventure Guide you will present a fantastic world to your players’ characters: all of its great cities, lost ruins, deep forests, and horrendous creatures.