Rules InterpretationsThis is a featured page

(c)2009 Jon Hodgson and Magnum Opus Press.  Used with the generous permission of Jon Hodgson.Here we explore interpretations of rules, using the subjects in order of gamebooks for reference purposes. For instance, where in a campaign you have developed House Rules, list them here. If you find your rule interpretation in conflict with another person, start a Thread about it below. If there remain conflicting interpretations, those will be stated here and listed also in the Conflict Debates section (again, as I say there, not to further the argument, simply to list the different possible interpretations).

Book 1 rules
Rolling up a Character - includes rules interpretations and expanded uses of:
Health Points
Dodging (Speed vs Evasion)
Equipment & Encumbrance
Rank
Melee Combat (including subsequent interpretations on Mounted Combat)
Weapons
Missile Combat
Moving in / out of Combat
Shields
Initiative (who moves when in combat)
Fighting more than one opponent
Going Berserk
Combat Penalties for wearing Armour
The Combat Round
Direct Attack Magic
Indirect Attack Magic
Illumination
Encounters in an underworld
Fighting in the dark
Battle order
Escaping from a Fight
Locked Doors
Livestock
Food & Lodging
Climbing
Falling
Poison
Social Rules
Special Cases
Extra-special cases
Fright Attacks
Travel
NPCs and Hired Help
Death
Game-time
During an adventure
Awarding Experience Points


Book 2 rules
Spells (Professions sections re spells to refer here, to include spell interpretations)
Potions
Magical Items
NPC Magic Hordes

Book 3 rules
Diseases

Book 4 rules
Stealth and Perception

Book 5 rules
Madness and Insanity

Book 6 rules
Languages ("Debris from Babel") pp87-97
Calendar pp 99-101
Crime & Punishment pp103-120
Wargames pp121-136
Character History ("In the Beginning") pp137-159
Travel abroad ("Going Places") pp 161 -182

House Rules

Blasts
Charge Attack
Critical Hits
Deafness
Disease
Drinking
Exhaustion
Guile and Conviction
Lightning
Major Wounds
Rank Equivalence
Seasickness
Suffocation
Surviving Extreme Environments
Trampling
Traps


MBarklam
MBarklam
Latest page update: made by MBarklam , Nov 22 2012, 2:51 PM EST (about this update About This Update MBarklam Added link to Deafness page - MBarklam

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Keyword tags: interpretations rules
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mikepage1968 Alternate Magic Systems 0 Mar 24 2010, 5:28 AM EDT by mikepage1968
Thread started: Mar 24 2010, 5:28 AM EDT  Watch
I'm always on the search for new magic for the DW system - more for NPCs and enemies than for the party, which I try to keep relatively low magic. In my recent search for possible systems for rune magic I came across two publications that I can thoroughly recommend; "Heroes of High Favor: Dwarves" from Badaxe Games (a mere £2.63 at DriveThru RPG) and "Spells and Magic v 3.0" from Bastion press (£6.46 from the same source).
The former only touches rune magic in the context of dwarven smithying, but does so satisfyingly. There are also some useful feats for dwarves if you have them in your campaign (I have allowed one).
"Spells and Magic" turns out to be really interesting, however, as it has rules for fairy magic, mirror magic, rune magic, jewel magic, shade magic (undead magic) and spell singing (). The whole thing has a real medieval pseudo-European feel to it and my brain is already firing off 1001 different plot ideas. There are also chapters on blood magic (wherby the caster sacrifices their own blood to cast spells), totem magic and dragon magic (apparently the size of your hoard IS important). To be incorporated into player character rules would require a fair amount of work, but cobbling an NPC together with certain abilities or an artefact inscribed with a given rune or spell-trapped mirror will be easy. The book also includes a slew of new spells and example magic items.

Let me know if I've put this in the wrong place or if it's inappropriate here. Mike
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