| rdfs:comment
| - To simplify starting play, the "Getting Stuff Cheap" rules from DF: Dungeons are not going to require any rolls before the first delve. PCs can use Filch, Scrounging, Armoury, Alchemy, Poisons, or Herbal Lore once for every skill level above 11. PCs can Merchant or Streetwise to Haggle once for every skill level above 14. PCs cannot use the "Scoring Extra Cash" rules before the first delve. Signature Gear is allowed, but have some pretty significant house rules.
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| abstract
| - To simplify starting play, the "Getting Stuff Cheap" rules from DF: Dungeons are not going to require any rolls before the first delve. PCs can use Filch, Scrounging, Armoury, Alchemy, Poisons, or Herbal Lore once for every skill level above 11. PCs can Merchant or Streetwise to Haggle once for every skill level above 14. PCs cannot use the "Scoring Extra Cash" rules before the first delve. A single suit of relatively homogeneous armor counts as a single item for Power Item purposes. Relatively homogeneous means the torso and limbs are made from the same material with the same qualities, but the head and extremities can be armored differently. Signature Gear is allowed, but have some pretty significant house rules. Armor enchantments (Lighten, Fortify, etc) do not stack, but a single enchantment covers all the armor a character wears. So having "Lighten" enchanted into a cloth cap reduces the weight of any other armor worn with it by 25%, while having DR+1 cast on a pair of gloves adds 1 to the DR on all body locations. Separate layers of armor need to have separate enchantments (note that Fortify and Deflect do not stack in multiple castings) and shields are always considered separate layers.
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