Main Page

● How to Read These "Rules" ●
The Basic Rule - Game Mechanics - Abstraction - Two Levels of Play - Why Version 2.0? - Meet Bob and Friends

● Basic Game Mechanics ●
Rolling the Dice (or Not): Know When Not to Roll - Die-Rolling Mechanics - Types of Die Rolls - Quick Rolls - Advantage and Disadvantage - Thresholds - Take-Away Dice - Slow Rolls - Magic Numbers

Character Actions: Narrow Skills - Saving Throws - General Skills and Attributes - The Basic Die Pool - The Final Die Pool - Working Together (new) Group Rolls -- Useless Skills

Character Injury and Advancement: Damage - Recovery - System Shock and Death - Ghosts and Reincarnation - Character Advancement

Time: Combat Time: Rounds (includes changes)- Exploration Time: Turns - Outdoor Time: Hours - Chore Time: A 3-hour Block

Movement & Encumbrance: Movement by Rounds - Movement by Turns - Movement by Hours and Days - Encumbrance - Exempt Items - Encumbrance Limits for Special Actions

Combat: Parry & Riposte - Flanking - Surprise - Missiles - Coup de Grace - Attack of Opportunity - Heroic Action - Defense and Retreat - Multi-Target Attack (pushing-through) - Delay or Cancel - Changing Weapons - Charging - Sample Opponents

Potions: Doctor's Ingredients -- Normal Potions -- Alchemical Potions -- Other -- Herb Lore

● Magic ●
General Principles of Magic: Magic Doesn’t Make Things Happen - Magic is Not Science - Magic is Not Mechanical - Magic Doesn’t Want to be Proven - Magic is Dangerous

Game Mechanics for Simulating Magic: Sensing Magic - Magic Spells - Learning Spells - Local Magic Resistance - Boosting Spells - Default Values for Spells - Roll Until Ready - Spell Alignments

Green Magic: Green Mechanics -- Green Armor -- Green Cloak -- Green Weapon -- Green Mirror

Golden Magic: Using Golden Magic - Augment First Aid - Binding Oath - Bless (Defense) - Consecrate Weapon - Holy Wrath - Turn Undead - Wolf Senses

Red Magic: Using Red Magic -- Darkmist -- Distraction -- Fumble -- Spellbreaker -- Stun - Arcane Circle - Arcane Torch - Augmentation - Banish - Fear - Raise (Ability)

Blue Magic: Using Blue Magic -- Contain Evil -- Herb Lore -- Sleep -- Ward Fire Scrying

● Stonehold Campaign Specifics ●
Weapons & Equipment

Player Roles

Combat Stunts