Dan Rulez!
No really. I have my own house rules, and they change all the time. Call it playtesting.
This document will be updated as new things turn up and old things fall out. Grouped by the most useful headings I could think of.
Character Creation & Management
- New characters may roll on the Peculiarities Table up to three times, in order. They choose to accept or refuse a result, but once they refuse they can't roll any more.
- Provisions can be stored three deep in a single inventory slot.
- Silver pence takes up one inventory slot per 1000p
Dungeons
- If the party has not left the dungeon by the agreed end time of the session, then everyone has to succeafully test their luck or else roll on the Escape the Dark Dungeon table.
- Operates on a 10 minute dungeon turn where everyone can doone thing. I'll link to it when it turns up, but these things are: Search - Eat - Listen at doors - Break down a door - Exploration movement - Fast movement
- Search. Searching a room requires an appropriate (Advanced/) Skill roll along with a specific intention. Trapping is only good for finding traps, Awareness can be used for any one of the three (but only one at a time), others are appropriate for other things and circumstances but the GM is recommended to be conservative. However, a PC may instead always opt to Test their Luck to search a room for treasure/traps/secrets all together. If there is nothing to be found in a location and the player rolled a successful Luck Test, roll on the Lucky Find table as a consolation prize.
- Eat. Eating a Provision takes a Dungeon Turn. If they get interrupted by an encounter they can finish their meal as long as they don't run away.
- Listen at a door. Listening at doors takes a turn, Awareness or other appropriate roll, and requires everyone else to be at least somewhat quiet for the turn. Even on a failure they will learn easily hearable things.
- Break down a door. PCs can either break down a door fast, not using a dungeon turn (but being loud), with a Strength or maybe Axe Fighting roll, OR they can take a full Dungeon Turn and automatically bash it down. Strong doors may take more turns, with regular front doors taking one turn and iron bound oak doors taking three. Some doors may be unbreakable without proper tools.
- Exploration Movement. Moving from one location to another while exploring and receiving the full gamut of mapping information takes one turn. Usually used for new locations only.
- Fast movement. Running through a dungeon at top speed means no map information, only vague and possibly incomplete information on what you see, and it's loud. Assume something like 20 rooms of movement.
Encounters
- Checking for random encounters works by asking a random (use initiative stack) character if they would like to Test Their Luck. Do this once every six Dungeon Turns, or six hours while Hex Moving. Fail/refusal means an encounter.
- Leaving combat can be done by taking a turn just withdrawing and nothing else. If you spend a second turn doing the same without having been injured (lost a Fighting roll) or specifically blocked, you leave combat, fless, run away, and otherwise may not return until it has ended.