Stone Halls & Serpent Men balancing act

This is pretty close to a final version of the main rules. I’ll eventually do the other lands (and more importantly the rules to support them) as a second volume. Now I just need to fix the page layout, and do some interstitial and cover art!

  • Redefined starting characters. Level 1 now gets 2 Professions, Level 2 gets +1 Profession, and “journeyman adventurers” start at Level 2. The super-fragile Level 1 experience is more “fun” with limited skills, and actual adventuring is more fun with a second hit die and enough MP to cast a few spells.
  • Earthborn “race”. Half the secondary world fantasies have an Earth person transported to Faerieland (Three Hearts & Three Lions), Barsoom, Witch World, Lord Kalvan’s paratime, etc. and forced to survive. L.Sprague de Camp & Fletcher Pratt’s Harold Shea goes exploring mythology. Magic resistance makes them good witch-hunters.
  • Social Status rank.
  • Social Status to Communities.
  • Encounter rates for communities.
  • Dwarf & Kobold tech notes.
  • Personal goal GP costs.
  • Option for Fixed “Holmes” Initiative. I played and ran Holmes (D&D 1977) for a very long time, and prefer that mechanic, but find most players like more randomness.
  • Spells: Pyrokinesis, Acid Arrow, Magic Trap. Cure * spells heal more detailed injuries.
  • Curses: now 20 for lesser and greater.
  • Androids. Everybody loves androids. Androids have feelings, too.
  • Satyrs.
  • Treasure Value, establishing the economic scale for adventures.
  • Action Cards. This is a fairly major addition, a way to bring a lot of player control into both combat and non-combat play. After a few levels, players have interesting tactial choices from a hand of several cards. It does increase character power some, and the Referee needs to use named NPCs with cards to balance them out.
  • Shrine ideology.