Play

I may spontaneously ignore, streamline, change, or create any rules at any time in the interest of fun/story-telling.

Player’s should notify the GM when the status of their character changes (e.g. when AC or Movement rate change or Honor or encumbrance change category).

Players should only act on information their character knows.

All comments and expletives made by a player are assumed to be made by their character, except for questions to or declarations of their characters’ actions to the GM, unless explicitly identified as out-of-character.

“Zero-time soliloquies” are allowed (i.e. your character can say things at any time, so long as they take a small amount of time, say <6>

Skill Use

Per the books, skill use under normal conditions generally does not require a skill check (unless the description specifically states it does). In unusual or stressful conditions a check may be required.

When it is significant, difficulty and conditions modifiers will apply – including: weather, lighting, distractions, etc.

Skills may be used in the same round as other actions, but such use needs to be declared in advance, and will always incur at least the ‘While otherwise occupied’ modifier (and usually others). If not declared in advance, the character is spending the entire round exclusively using the skill.

Skill use during combat will also tend to be one level more difficult, whether or not other actions are also taken. However, a character can choose to ignore the combat (as much as possible) at the cost of a +4 To-hit Modifier (as if stunned, prone, slowed, etc.).

Magic

A spell caster may use any of his memorized spells repeatedly, as long as he has spell uses of the appropriate or higher level remaining (e.g. if he can cast two 1st level spells and 1 2nd level spell per day, and he has memorized Alarm (1st), Armor (1st), and Bind (2nd), he may cast a total of three spells, each of which is selected at the time of casting; but once he has used a 2nd level spell (Bind) he has used up his 2nd level casting for that day, and any remaining spells must be selected from the memorized 1st level spells).

Unless a particular time is specified by the patron deity, Clerics (and Cleric group characters) may pray to replace memorized spells at any time (not just at one appointed time of day). There is no guarantee it will be granted, and the requisite preparation is still required.

To allow Clerics the same flexibility to adapt their repertoire to the situation that MUs have.

Clerics (and Cleric group classes) can immediately substitute a cure or heal spell in place of a previously prepared spell of the same or higher level. However, this does not extend to the reversed versions.

To allow Cleric group players to use all their spell slots to memorize spells other than Cure and Heal, and to allow a Chosen One to reliably have healing ability.

Combat

Weapon Type vs. Armor Type To-Hit Modifiers are not used.

Armor is damaged only on a critical hit. In a critical hit, the armor takes the published amount of damage (e.g. 2 for Field Plate and Full Plate Armor, 1 for most other forms). It only absorbs damage when the damage is taken by the armor instead of the character.

To reduce the frequency with which a player needs to adjust his armor AC, and the frequency and expense of armor repair.

(Shields are not damaged when the shield bonus makes the difference between an attack hitting and missing.)

Shields can provide a saving throw bonus equal to their shield AC bonus if interposed against attacks from a particular direction (e.g. from a cone or ray-shaped area effect). The wielder can chose to “take it on the shield” or not, but if they take it on the shield, the shield must make an item saving throw against the attack form.

Missile fire into a melee is subject to an AC modifier based on the degree of cover or concealment provided by the other members of the melee. (A creature which is not struck by the attack type only provides concealment.) If the attack hits with the modifier, the intended target is hit. If it would have hit without the modifier, one of the other figures involved in the melee is hit; determination of which is per the published procedure. Otherwise it misses the entire melee.
The modifier depends of the relative position of the other figures in the melee, but in general is +4 (50% cover) for one figure nearer than the target, +7 (75% cover) for two, and +10 (90% cover) for three. Figures a size category smaller or larger than the target adjust the modifier one step (e.g. a small character in front of a medium character only provides a +2 modifier (25% cover).
Shields which can be used against multiple attackers can include those firing missiles among the affected attackers.

Using Polearms, or other long weapons, from a back rank receives the same modifier as missile weapons for each rank between the attacker and target.

Fatigue factor will be neglected unless an activity is unusually long or strenuous.

Play

Hack Brigade Spellslinger