StandardsProcedures

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Standards & Procedures

At Paul's suggestion, this section of the plan documents all of the processes required to smoothly run a game of AD&D. These processes are guidelines, and will be refined to reflect actual behaviour and best practice as determined by gameplay.


Party Roles

This subsection details the responsibilities of certain party roles, which will be allocated on the basis of which characters/players join a given adventure.

  • Leader --- Charged with making general decisions (e.g. navigating dungeons).
  • Mapper --- Creates maps of dungeons traversed.


Marching Patterns

This subsection indicates the general pattern (or template) of character placement within the party. Actual placement will be determined

  • n the basis of which characters join a given adventure.

Note that two human-sized characters, or three short characters (gnomes, halflings and dwarves) can fight effectively side-by-side in a 10' wide corridor.

To define the following terms:

  • A Thief is anyone with a decent roll to Hide in Shadows, Move Silently, and Hear Noise.
  • Casters are characters whose primary mission in life is to cast magical spells. They should also have ranged weapons, in order to aid in the battle once they've cast their many spells. Casters who are multiclassed with more combative classes are likely to be combatants of B or C Grades, rather than Casters.
  • To select A-C Grade combatants, rank every character in the party (other than two dedicated casters and a thief) in decreasing order of usefulness as hand-to-hand fighters. The top two/three are A Grade, the next two are B Grade, and the remaining one or two are C Grade.
   Most likely, the A Grade combatants are single-classed fighters or rangers, with good abilities and equipment.  B Grade combatants will probably be multiclassed fighters or rangers, perhaps a tough cleric or paladin.  C Grade combatants are those who aren't as good in a fight.
   All combatants really should have both melee and ranged capabilities.

The following are patterns into which a party may slot active characters:


     10' wide corridors --- TemplateA:
         One Thief out in front, minimum 30' ahead, scouting.
         Two A-Grade Combatants 
Two C-Grade Combatants (equipped with pole-arms or ranged weapons)
Two Casters
Two B-Grade Combatants (equipped with ranged weapons)


     20' wide corridors --- TemplateB:
         One Thief out in front, minimum 30' ahead, scouting.
         Three A-Grade Combatants plus one C-Grade 
Two Casters
Two B-Grade Combatants


     Wilderness --- TemplateC:


Combat

The process of combat resolution.

  • Decide which side you're on.
  • Roll initiative.
  • For each combat round:
    • Actions are declared by combatants, from front-to-back in marching order.
    • Actions are resolved in the order they were declared.


Treasure Division

The following procedure is a compromise solution which should prevent arguments and disputes regarding the sharing of party loot:

  • Get loot (gross loot).
  • Return home, pay for healing, resurrection, identifying items, removal of curses/disease, travelling expenses et cetera.
  • Agree value of remaining loot (net loot) based on book values / appraisals.
  • If net loot is negative, then an equal amount is withdrawn from the common fund (kitty) to cover expenses.
    • If there is sufficient loot already in the kitty to cover the loss, then each character on the adventure will owe an equal share of the deficit to the kitty. This must be paid immediately, or it will be subtracted from subsequent divisions of loot.
    • If there is not sufficient loot in the kitty and one or more characters can raise sufficient funds, they may chose to cover the loss (and may request reimbursement from others when they are able to pay).
    • If sufficient funds can not be raised, then obligations under item 2. will be deferred until such time as funds are available to meet those expenses. Priority will be given to life and death expenses under such circumstances.
    • If net loot is positive, then each person gets an equal share of the net loot, allowing one full share to the kitty (i.e. if there are nine characters each will receive 10% of the net loot, and the kitty also receives 10%).
    • If any share is over-size (due to exceptional items), then the difference will come out of the kitty, and must be paid immediately if possible - or made up as soon as funds are available (deducted from subsequent shares).
    • Retainers will normally gain an equal share of the loot unless otherwise agreed before the adventure
  • Characters may trade goods with the kitty. The kitty may "buy-back" any items that a character does not want, at book value, subject to the kitty's wealth. Items in the kitty may be purchased by any character (including those not adventuring) at book value.
  • Characters may do as they wish with their shares of the net loot. This includes, but is not limited to, gifting loot to other players' characters, selling it at non-book prices (for personal profit or loss) to other characters, tithing loot to religious institutions or guilds, drinking their share, or even buying equipment that could be useful later on.
  • Protection of the kitty is the responsibility of all characters. Any costs incurred in protecting the kitty will be deducted from the kitty.

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