House Rules
I have altered the rules for losing mana, cutting these in half. A caster loses a mana point on a roll of 1 for a level 1-2 spell, a 1-2 for a level 3-4 spell, and a 1-3 for a level 5+ spell. This slows down mana loss, and also resolves a conflict for high level casters where they could conceivably roll well enough to be successful but also lose the mana point.
Q: How does poison damage work? What does a resist indicate?
A: A character can only suffer 1 poison effect per round. A successful might check ends that poison effect entirely; you get a new might check every round. So, a poison that deals 3 damage per round for 3 rounds allows a resist in round 1, round 2, and round 3. If the check is made in round 2, no check is made in round 3 (since the poison has ended). Once the check is made in round 2, that character is able to be poisoned again.
Q: How hard are secret doors to find?
A: Secret doors should require a mind (sense) check at -1 edge to find. Concealed doors should require a standard mind (sense) check.
Q: Can you taunt foes to get them to pay attention to you?
A: I resolve this as a free action, requiring a mind check. As you are attacking, you yell at a monster to get its attention. If successful, you draw its focus. If not, I roll randomly to see who the monster goes after. You can try again every round to draw its attention from others.
Q: How does unarmed damage work?
I have added rules for this to the Hack'D & Slash'D Companion.
How much damage does an unarmed attack do ? I ask as my group were brainstorming characters and one wishes to play what is basically an unarmed martial artist. We settled on Might +2. He also wanted a final trait for expertise in a defensive style that was akin to having a shield (in addition to active defence). We agreed he couldn't use it in the same round as attacking.
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DeleteWell - I JUST saw this comment only 27 months later... sorry! I am tinkering with the rules now, and added something for this (although I'm sure you are LONG past needing my feedback on that). I think martial arts would need its own subset of rules if I was going to try and emulate the 'monk' class. Might +2 isn't bad, although Reflex +2 may make more sense if you wanted to resolve it as a 'weapon'. I would think that a monk would always want to take two weapons, using the other hand or a foot as a second attack each round (and opening up the possibility of using that second attack as an active defense).
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