I thought it might be a good idea to explain some of the ‘House Rules’ we use here so you know where we have made changes.
When we orignally started out we only had 3 players and the GM knew it was likely to be a brutal system so allowed us to create 2 characters each for the game. We now have a few more consistent players but have kept the 2 characters system.
With each player having 2 characters we have implemented a Bank systgem where each player puts the loot from both their characters into one bank, this bank can be accessed whenever they are in a ‘hub’ area e.g. the Keep on the Borderlands.
Depositing funds into the bank occurs a fee of 10%
Due to the amount of characters we were going through in the early days we were not building up very much XP for them. The GM introduced a system called the Trust fund. As loot = XP in 5 Torches Deep you are able to invest some of your funds into a ‘Trust Fund’ (like the bank this includes a 10% fee).
This Trust Fund can then be used to increase the starting XP of a future character. For exmple if you have 1000 silver in the Trust Fund the next character will start with 1000 XP.
We have also inplemented a rule that you cannot create a character with more XP than your most experienced character., this means you can’t just plough all you loot into the trust fund and then buy a level 6 character instead of playing them through.
We have been trying out a method of Simultaneous Combat so players all declare their moves and the DM declares the monsters rulea and they all play out at once. This seems to be running successfully and combat flows a bit better and removes the tedium of Initiative rolls.
Everybody who is going to attack gets to attack so it is possible for a Player Character and a monster to take each other out.
We have incorporated a chart for the lose a body part result. This means lose a body part could still be lethal. We roll a D4 to determine, Arms, Legs Head or Body. Each area then has a D12 roll to determine the extent of the damage to that area.
Spells can be cast in advance of entering the dungeon and stored within spell scrolls, allowing them to be cast from the scroll at a later time and moving the risk from time of casting to time of creation.
Spell scroll creation requires:
For example to create an Amplify Gravity spell scroll (level 2), you would require 5 SUP (or 50sp).